Frostpunk 2 Wiki and Guides
frostpunk2_gamevault
https://frostpunk-2.game-vault.net/wiki/Main_Page
MediaWiki 1.35.7
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smw/schema talk
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Review talk
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Guide talk
MediaWiki:Group-vault-owner
8
44
78
2022-08-02T10:46:47Z
Admin
1
Created page with "Vault Owners"
wikitext
text/x-wiki
Vault Owners
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MediaWiki:Group-vault-farmer
8
38
66
2022-08-02T10:48:49Z
Admin
1
Created page with "Vault Farm Admins"
wikitext
text/x-wiki
Vault Farm Admins
e485999ddfc9cfc856158533f6ddcd892009063e
MediaWiki:Group-vault-founder
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40
70
2022-08-02T10:50:40Z
Admin
1
Created page with "Vault Wiki Founders"
wikitext
text/x-wiki
Vault Wiki Founders
5a1ccf6a2432fe424aa84bbf21c4ce6a9a7841c0
MediaWiki:Group-vault-keeper
8
42
74
2022-08-02T10:52:29Z
Admin
1
Created page with "Vault Keepers"
wikitext
text/x-wiki
Vault Keepers
88f531d017e792a4caa3c70d10ea8816b7570f04
MediaWiki:Group-vault-seeker
8
46
82
2022-08-02T10:53:45Z
Admin
1
Created page with "Vault Knowledge Seekers"
wikitext
text/x-wiki
Vault Knowledge Seekers
fbac505201196c188fdc95d0a3d965a0a3fe89c8
MediaWiki:Group-sysop
8
36
62
2022-08-02T11:00:31Z
Admin
1
Created page with "Vault Masters"
wikitext
text/x-wiki
Vault Masters
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MediaWiki:Group-sysop-member
8
37
64
2022-08-02T11:01:05Z
Admin
1
Created page with "{{GENDER:$1|vault master}}"
wikitext
text/x-wiki
{{GENDER:$1|vault master}}
861f7107e51b6523e4cf374d81fbcde08315ced4
MediaWiki:Grouppage-sysop
8
48
86
2022-08-02T11:01:41Z
Admin
1
Created page with "{{ns:project}}:Vault Masters"
wikitext
text/x-wiki
{{ns:project}}:Vault Masters
261340af4d56510b195254968fe6e43b46a6e207
MediaWiki:Grouppage-vault-farmer
8
49
88
2022-08-02T11:02:52Z
Admin
1
wikitext
text/x-wiki
{{ns:project}}:Vault Farm Admins
717dab4a405e58ce9c053cf4672a7d43335ab1cc
MediaWiki:Grouppage-vault-founder
8
50
90
2022-08-02T11:02:55Z
Admin
1
wikitext
text/x-wiki
{{ns:project}}:Vault Wiki Founders
68955d2134126f308d32e2a2f42185a8c5e6b57c
MediaWiki:Grouppage-vault-keeper
8
51
92
2022-08-02T11:02:59Z
Admin
1
wikitext
text/x-wiki
{{ns:project}}:Vault Keepers
f6f7cc617e6a356bf7ebb67b44037ef5b4dbf30d
MediaWiki:Grouppage-vault-owner
8
52
94
2022-08-02T11:03:04Z
Admin
1
wikitext
text/x-wiki
{{ns:project}}:Vault Owners
04bea8859ecd8be2a32751d984725a9f6da0200f
MediaWiki:Grouppage-vault-seeker
8
53
96
2022-08-02T11:03:11Z
Admin
1
wikitext
text/x-wiki
{{ns:project}}:Vault Knowledge Seekers
f040922410830c97ff8d9dad9282e0c048f85872
MediaWiki:Group-vault-seeker-member
8
47
84
2022-08-02T11:03:52Z
Admin
1
wikitext
text/x-wiki
{{GENDER:$1|vault knowledge seeker}}
5a7cb3969e9289efa7df2eb3afb2dfd5165c93a0
MediaWiki:Group-vault-owner-member
8
45
80
2022-08-02T11:03:57Z
Admin
1
wikitext
text/x-wiki
{{GENDER:$1|vault owner}}
1252df7d05a6e75cae2733a8178dde14166aa929
MediaWiki:Group-vault-keeper-member
8
43
76
2022-08-02T11:04:04Z
Admin
1
wikitext
text/x-wiki
{{GENDER:$1|vault keeper}}
93ed1211b036fa2f832e645440115dc83bbf9627
MediaWiki:Group-vault-founder-member
8
41
72
2022-08-02T11:04:11Z
Admin
1
wikitext
text/x-wiki
{{GENDER:$1|vault wiki founder}}
aa053a8aa14e7af5909c370217544260bc6b1472
MediaWiki:Group-vault-farmer-member
8
39
68
2022-08-02T11:04:19Z
Admin
1
wikitext
text/x-wiki
{{GENDER:$1|vault farm admin}}
cb18406344d2d8fbe948b402eea1060b1752b48c
MediaWiki:Newusermessage-editor
8
59
108
2022-08-02T15:29:40Z
Admin
1
Created page with "{{SITENAME}}"
wikitext
text/x-wiki
{{SITENAME}}
3879910e8b355a24373fd09ccc909145b2639907
MediaWiki:Hf-footer-Main Page
8
54
98
2022-08-02T16:16:39Z
Admin
1
Blanked the page
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
MediaWiki:Citizen.css
8
2
3
2022-08-03T10:20:02Z
Admin
1
Created page with "/* All CSS here will be loaded for users of the Citizen skin */ .notloggedin .mw-editsection { display: none; } #pagehistory li { padding: 0.5rem; } .citizen-header__button..."
css
text/css
/* All CSS here will be loaded for users of the Citizen skin */
.notloggedin .mw-editsection {
display: none;
}
#pagehistory li {
padding: 0.5rem;
}
.citizen-header__button {
margin-right: .5rem;
}
.citizen-drawer__logo img {
height: 40px !important;
}
.game-vault.navbar {
top: 0;
height: 50px;
background: #1a252d;
z-index: 1;
display: flex;
align-items: center;
padding: 0 1rem;
color: #979c9f;
}
.game-vault.navbar ul {
margin: 0;
list-style: none;
}
.citizen-header {
top: 0;
position: sticky;
}
.citizen-header::before {
-webkit-mask-image: linear-gradient(180deg,#000,#000,transparent);
mask-image: linear-gradient(180deg,#000,#000, transparent);
}
.toc {
top: calc(var(--height-header) + 1.2rem + 50px);
}
.ve-ui-toolbar {
position: sticky;
top: 0;
z-index: 100;
}
.mw-body, .parsoid-body {
margin-top: 0;
}
85bac04406f577558c3d2727cc9b1d92932ce529
54
3
2022-10-15T12:25:28Z
gamevault>Gamevault
0
1 revision imported
css
text/css
/* All CSS here will be loaded for users of the Citizen skin */
.notloggedin .mw-editsection {
display: none;
}
.game-vault.navbar,
.game-vault.navbar > ul {
display: flex;
align-items: center;
}
.game-vault.navbar > ul {
margin: 0;
list-style: none;
}
.citizen-body h1, .citizen-body h2 {
margin-top: 2.8rem;
}
#pagehistory li {
padding: 0.5rem;
}
.citizen-header__button {
margin-right: .5rem;
}
#citizen-personalMenu__buttonCheckbox {
margin-bottom: 0;
}
.citizen-drawer__logo img {
height: 40px !important;
}
.citizen-drawer__header {
padding: calc(var(--size-button--header) + .75rem) var(--padding-page) 0.8rem;
}
#page-actions-more__card a {
white-space: nowrap;
}
.game-vault.navbar {
top: 0;
height: 50px;
background: #1a252d;
z-index: 1;
display: flex;
align-items: center;
padding: 0 1rem;
color: #979c9f;
}
.citizen-header {
top: 0;
position: sticky;
}
.citizen-header::before {
-webkit-mask-image: linear-gradient(180deg,#000,#000,transparent);
mask-image: linear-gradient(180deg,#000,#000, transparent);
}
.toc {
top: calc(var(--height-header) + 1.2rem + 50px);
}
.ve-ui-toolbar {
position: sticky;
top: 0;
z-index: 100;
}
.mw-body, .parsoid-body {
margin-top: 0;
}
#mw-indicator-smw-entity-examiner {
display: none !important;
}
@media screen and ( max-width: 768px ){
#citizen-personalMenu__card {
margin-top: 2.5rem;
}
}
.mw-empty-elt {
display: none;
}
.wikiEditor-ui-toolbar {
z-index: 4;
}
#vault-protection-badge {
display: none;
align-items: center;
gap: .5rem;
}
.last-modified-bar #vault-protection-badge {
display: flex;
}
.vault-protection-badge-icon {
filter: invert(.65);
}
.vault-protection-badge-icon::before {
content: '';
width: 20px;
height: 20px;
display: inline-block;
background-image: url(/w/load.php?modules=skins.citizen.icons.ca&image=protect&format=rasterized&skin=citizen&version=v0py6);
background-image: linear-gradient(transparent,transparent),url("data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%2220%22 height=%2220%22 viewBox=%220 0 20 20%22%3E%3Ctitle%3E lock %3C/title%3E%3Cg fill=%22%23000%22%3E %3Cpath d=%22M16.07 8H15V5s0-5-5-5-5 5-5 5v3H3.93A1.93 1.93 0 0 0 2 9.93v8.15A1.93 1.93 0 0 0 3.93 20h12.14A1.93 1.93 0 0 0 18 18.07V9.93A1.93 1.93 0 0 0 16.07 8zM10 16a2 2 0 1 1 2-2 2 2 0 0 1-2 2zm3-8H7V5.5C7 4 7 2 10 2s3 2 3 3.5z%22/%3E %3C/g%3E%3C/svg%3E");
}
.last-modified-bar-text {
padding-right: 1rem;
}
.collapsible-header::before {
margin-right: 1px;
margin-bottom: -3px;
}
7491d737cf1b8258cc6eca8f0ce95060e84f9fb6
Project:Vault Masters
4
72
134
2022-08-10T07:01:12Z
Admin
1
wikitext
text/x-wiki
{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer,vault-founder,sysop|+sep=,
}}
a9054d6cc216a4e156402f4abb7f8c0af7236199
Template:Pl
10
26
40
2022-08-10T07:06:55Z
Admin
1
Redirected page to [[Template:Protection level]]
wikitext
text/x-wiki
#REDIRECT: [[Template:Protection_level]]
75697ab35570a1f2189141c6c722eaf0bc9feda0
MediaWiki:Citizen.js
8
33
56
2022-08-10T08:15:47Z
Admin
1
javascript
text/javascript
/* All JavaScript here will be loaded for users of the Citizen skin */
mw.loader.using( [ 'mediawiki.util' ] ).done( function() {
/* Trigger search box when click on the fake search button on main page */
if ( mw.config.get( 'wgPageName' ) === 'Main_Page' ) {
var elt = document.getElementById( 'skin-citizen-search-trigger' );
if(elt){
document.getElementById( 'skin-citizen-search-trigger' ).addEventListener( 'click', function() {
var event = new Event( 'input', { bubbles: true, composed: true } ),
checkbox = document.getElementById( 'citizen-search__checkbox' );
checkbox.checked = true;
checkbox.dispatchEvent( event );
} );
}
}
var pl = document.getElementById( 'vault-protection-badge' );
if(pl){
$('.last-modified-bar-content').append(pl);
}
} );
48daf1b17527b590f337fb25497a46f70da33d36
Template:Protection level
10
27
42
2022-08-10T08:48:14Z
Admin
1
wikitext
text/x-wiki
<includeonly><!--
-->{{#switch: {{{1|}}}
|vault-owner =<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner|+sep=,
}}
|vault-farmer =<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer|+sep=,
}}
|vault-founder=<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer,vault-founder|+sep=,
}}
|vault-master =<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer,vault-founder,sysop|+sep=,
}}
|vault-keeper =<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer,vault-founder,sysop,vault-keeper|+sep=,
}}
|#default =
}}
{{#switch: {{{1|}}}
|vault-owner
|vault-farmer
|vault-founder
|vault-master
|vault-keeper=<div id="vault-protection-badge" title="Vault content protection enabled. The page is editable by user roles '{{{1|}}}' and higher.">
<div class="vault-protection-badge-icon"></div>
<div class="vault-protection-badge-level">'''{{#switch: {{{1|}}}
|vault-owner =Vault Owners
|vault-farmer =Vault Farmers
|vault-founder=Vault Wiki Founders
|vault-master =Vault Masters
|vault-keeper =Vault Keepers
}}'''</div>
</div>
}}</includeonly><noinclude><!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer|+sep=,
}}
<templatedata>
{
"params": {
"1": {
"aliases": [
"Level"
],
"label": "Level",
"description": "Label of the minimal user group allowed to edit the page.",
"example": "vault-master",
"type": "string",
"required": true,
"suggested": true
}
},
"description": "Sets edit permissions levels and displays a badge in the page footer."
}
</templatedata>
== Protection levels ==
:<code>vault-owner</code>
:Project owners. Highest protection level.
::<code>vault-farmer</code>
::Wiki farm administrators.
:::<code>vault-founder</code>
:::Wiki founders.
::::<code>vault-master</code>
::::Wiki administrators (sysops).
:::::<code>vault-keeper</code>
:::::Content moderators. Lowest protection level.
::::::<code>user</code>
::::::Unprotected pages can be edited by autoconfirmed users (users registered at least 24h ago).
</noinclude>
a69954afc129f7b7c096cf5b74444ba65639a482
MediaWiki:Smw import skos
8
3
5
2022-08-20T13:45:21Z
127.0.0.1
0
Semantic MediaWiki default vocabulary import
wikitext
text/x-wiki
http://www.w3.org/2004/02/skos/core#|[http://www.w3.org/TR/skos-reference/skos.rdf Simple Knowledge Organization System (SKOS)]
altLabel|Type:Monolingual text
broader|Type:Annotation URI
broaderTransitive|Type:Annotation URI
broadMatch|Type:Annotation URI
changeNote|Type:Text
closeMatch|Type:Annotation URI
Collection|Class
Concept|Class
ConceptScheme|Class
definition|Type:Text
editorialNote|Type:Text
exactMatch|Type:Annotation URI
example|Type:Text
hasTopConcept|Type:Page
hiddenLabel|Type:String
historyNote|Type:Text
inScheme|Type:Page
mappingRelation|Type:Page
member|Type:Page
memberList|Type:Page
narrower|Type:Annotation URI
narrowerTransitive|Type:Annotation URI
narrowMatch|Type:Annotation URI
notation|Type:Text
note|Type:Text
OrderedCollection|Class
prefLabel|Type:String
related|Type:Annotation URI
relatedMatch|Type:Annotation URI
scopeNote|Type:Text
semanticRelation|Type:Page
topConceptOf|Type:Page
[[Category:Imported vocabulary]]
4327e3118f75f756b955108e04693a361d19c2cb
MediaWiki:Smw import foaf
8
4
6
2022-08-20T13:45:22Z
127.0.0.1
0
Semantic MediaWiki default vocabulary import
wikitext
text/x-wiki
http://xmlns.com/foaf/0.1/|[http://www.foaf-project.org/ Friend Of A Friend]
name|Type:Text
homepage|Type:URL
mbox|Type:Email
mbox_sha1sum|Type:Text
depiction|Type:URL
phone|Type:Text
Person|Category
Organization|Category
knows|Type:Page
member|Type:Page
[[Category:Imported vocabulary]]
2be18fc91e334e0c7f23bea734cdc2a301fd86e8
MediaWiki:Smw import owl
8
5
7
2022-08-20T13:45:23Z
127.0.0.1
0
Semantic MediaWiki default vocabulary import
wikitext
text/x-wiki
http://www.w3.org/2002/07/owl#|[http://www.w3.org/2002/07/owl Web Ontology Language (OWL)]
AllDifferent|Category
allValuesFrom|Type:Page
AnnotationProperty|Category
backwardCompatibleWith|Type:Page
cardinality|Type:Number
Class|Category
comment|Type:Page
complementOf|Type:Page
DataRange|Category
DatatypeProperty|Category
DeprecatedClass|Category
DeprecatedProperty|Category
differentFrom|Type:Page
disjointWith|Type:Page
distinctMembers|Type:Page
equivalentClass|Type:Page
equivalentProperty|Type:Page
FunctionalProperty|Category
hasValue|Type:Page
imports|Type:Page
incompatibleWith|Type:Page
intersectionOf|Type:Page
InverseFunctionalProperty|Category
inverseOf|Type:Page
isDefinedBy|Type:Page
label|Type:Page
maxCardinality|Type:Number
minCardinality|Type:Number
Nothing|Category
ObjectProperty|Category
oneOf|Type:Page
onProperty|Type:Page
Ontology|Category
OntologyProperty|Category
owl|Type:Page
priorVersion|Type:Page
Restriction|Category
sameAs|Type:Page
seeAlso|Type:Page
someValuesFrom|Type:Page
SymmetricProperty|Category
Thing|Category
TransitiveProperty|Category
unionOf|Type:Page
versionInfo|Type:Page
[[Category:Imported vocabulary]]
c109cc4c667590611dc35b3d06655129c572809a
Property:Foaf:knows
102
6
8
2022-08-20T13:45:24Z
127.0.0.1
0
Semantic MediaWiki default vocabulary import
wikitext
text/x-wiki
* [[Imported from::foaf:knows]]
* [[Property description::A person known by this person (indicating some level of reciprocated interaction between the parties).@en]]
[[Category:Imported vocabulary]] {{DISPLAYTITLE:foaf:knows}}
e9134ab265b9bc923266ffa2bbcde2b59557202a
Property:Foaf:name
102
7
9
2022-08-20T13:45:26Z
127.0.0.1
0
Semantic MediaWiki default vocabulary import
wikitext
text/x-wiki
* [[Imported from::foaf:name]]
* [[Property description::A name for some thing or agent.@en]]
[[Category:Imported vocabulary]] {{DISPLAYTITLE:foaf:name}}
2a8b3537cd6d95e741d56a2fe5b824216824c2e3
Property:Foaf:homepage
102
8
10
2022-08-20T13:45:27Z
127.0.0.1
0
Semantic MediaWiki default vocabulary import
wikitext
text/x-wiki
* [[Imported from::foaf:homepage]]
* [[Property description::URL of the homepage of something, which is a general web resource.@en]]
[[Category:Imported vocabulary]] {{DISPLAYTITLE:foaf:homepage}}
083058f1760bcc251820336dbe29dee9a38516e6
Property:Owl:differentFrom
102
9
11
2022-08-20T13:45:27Z
127.0.0.1
0
Semantic MediaWiki default vocabulary import
wikitext
text/x-wiki
* [[Imported from::owl:differentFrom]]
* [[Property description::The property that determines that two given individuals are different.@en]]
[[Category:Imported vocabulary]] {{DISPLAYTITLE:owl:differentFrom}}
d706757d4fb8eff4bb5622ea05ea7cab2f3b1a0c
smw/schema:Group:Schema properties
112
10
12
2022-08-20T13:45:28Z
127.0.0.1
0
Semantic MediaWiki group import
smw/schema
application/json
{
"type": "PROPERTY_GROUP_SCHEMA",
"groups": {
"schema_group": {
"canonical_name": "Schema properties",
"message_key": "smw-property-group-label-schema-group",
"property_keys": [
"_SCHEMA_TYPE",
"_SCHEMA_DEF",
"_SCHEMA_DESC",
"_SCHEMA_TAG",
"_SCHEMA_LINK",
"_FORMAT_SCHEMA",
"_CONSTRAINT_SCHEMA",
"_PROFILE_SCHEMA"
]
}
},
"tags": [
"group",
"property group"
]
}
fdba38d9db40d0248af036f81b4b7fdb74f6170d
smw/schema:Group:Predefined properties
112
11
13
2022-08-20T13:45:29Z
127.0.0.1
0
Semantic MediaWiki group import
smw/schema
application/json
{
"type": "PROPERTY_GROUP_SCHEMA",
"groups": {
"administrative_group": {
"canonical_name": "Adminstrative properties",
"message_key": "smw-property-group-label-administrative-properties",
"property_keys": [
"_MDAT",
"_CDAT",
"_NEWP",
"_LEDT",
"_DTITLE",
"_CHGPRO",
"_EDIP",
"_ERRC"
]
},
"classification_group": {
"canonical_name": "Classification properties",
"message_key": "smw-property-group-label-classification-properties",
"property_keys": [
"_INST",
"_PPGR",
"_SUBP",
"_SUBC"
]
},
"content_group": {
"canonical_name": "Content properties",
"message_key": "smw-property-group-label-content-properties",
"property_keys": [
"_SOBJ",
"_ASK",
"_MEDIA",
"_MIME",
"_ATTCH_LINK",
"_FILE_ATTCH",
"_CONT_TYPE",
"_CONT_AUTHOR",
"_CONT_LEN",
"_CONT_LANG",
"_CONT_TITLE",
"_CONT_DATE",
"_CONT_KEYW",
"_TRANS",
"_TRANS_SOURCE",
"_TRANS_GROUP"
]
},
"declarative_group": {
"canonical_name": "Declarative properties",
"message_key": "smw-property-group-label-declarative-properties",
"property_keys": [
"_TYPE",
"_UNIT",
"_IMPO",
"_CONV",
"_SERV",
"_PVAL",
"_LIST",
"_PREC",
"_PDESC",
"_PPLB",
"_PVAP",
"_PVALI",
"_PVUC",
"_PEID",
"_PEFU"
]
}
},
"tags": [
"group",
"property group"
]
}
8536eb8767d6dc5a87a0b4f7791b9cd791acbd75
User talk:Admin
3
12
14
2022-08-26T23:37:29Z
Admin
1
Adding [[Template:Welcome|welcome message]] to new user's talk page
wikitext
text/x-wiki
{{Template:Welcome|realName=|name=Wikivisor}}
-- [[User:New user message|New user message]] ([[User talk:New user message|talk]]) 23:37, 26 August 2022 (UTC)
801f5ed35d8d8d0a676bd0cda2747acacf602c3a
MediaWiki:Pluggableauth-loginbutton-label
8
80
172
2022-08-27T16:26:56Z
Admin
1
Created page with "Log in with Game-Vault account"
wikitext
text/x-wiki
Log in with Game-Vault account
cf6c1cbb93151b77cbd72ee67c72f5a00d428b9d
MediaWiki:Common.js
8
35
60
2022-10-15T12:25:30Z
gamevault>Gamevault
0
1 revision imported
javascript
text/javascript
/* Any JavaScript here will be loaded for all users on every page load. */
7850587e5c59a0259c9c96f81797dcf059b3cac9
MediaWiki:Hf-nsfooter-
8
55
100
2022-10-15T12:25:30Z
gamevault>Gamevault
0
1 revision imported
wikitext
text/x-wiki
<div class="close"><span>×</span></div>
<div class="stream-channel-wrapper">
<div class="stream-channel-video">{{int: stream-channel}}</div>
<div class="stream-channel-text">{{int: stream-channel-text}}</div>
</div>
dc91d92a1180167be30ee8ba8e11963886a92706
MediaWiki:Login-sso
8
58
106
2022-10-15T12:25:30Z
gamevault>Gamevault
0
1 revision imported
wikitext
text/x-wiki
Sign in with Game-Vault account
ad9073d5163464e843617431f87176fb5406d7d5
MediaWiki:Siteslogan
8
61
112
2022-10-23T20:54:21Z
gamevault>Gamevault
0
wikitext
text/x-wiki
Best Wiki and Guides in Esperia
5086d3b74ddc4f5af7a20a87c7c4485106c6f2af
MediaWiki:Stream-channel-text
8
63
116
2022-10-23T21:29:56Z
gamevault>Gamevault
0
wikitext
text/x-wiki
<div class="stream-channel-header"><span class="title">This Video is important</span><span class="sponsored">sponsor</span></div>
<div class="stream-channel-body">
But should disappear if its closed and be at the bottom of the website
</div>
03fb619568fc491c543c50693407237b9280c9b8
Template:Template doc
10
29
46
2022-10-26T20:43:51Z
gamevault>Gamevault
0
1 revision imported
wikitext
text/x-wiki
{{:{{FULLPAGENAME}}/doc}}
7a00c240e24c0b8b1d3af6d5623a64bad7a68cdc
Template:Template doc/doc
10
30
48
2022-10-26T20:43:51Z
gamevault>Gamevault
0
1 revision imported
wikitext
text/x-wiki
Template documentation.
666cdca6560167a715f0de9396df882b64c51b53
Template:Card/doc
10
20
28
2022-10-26T20:53:19Z
gamevault>Gamevault
0
wikitext
text/x-wiki
== About this template ==
;Description
<templatedata>
{
"params": {
"header": {
"label": "Header",
"description": "The card header (the uppermost element).",
"type": "string",
"suggested": true
},
"image": {
"label": "Image",
"description": "The card image (below the header, if the latter is present, otherwise the uppermost element).",
"type": "string",
"suggested": true
},
"target": {
"label": "Image link",
"description": "Alternative link target for the image. If omitted, the link will open the file itself.",
"type": "string",
"suggested": true
},
"tagline": {
"label": "Tagline",
"description": "The text element preceeding the title.",
"type": "string",
"suggested": true
},
"title": {
"label": "Title",
"description": "In card heading.",
"type": "string",
"suggested": true
},
"content": {
"label": "Content",
"description": "Card content body.",
"type": "unbalanced-wikitext",
"suggested": true
},
"footer": {
"label": "Footer",
"description": "The card footer.",
"type": "unbalanced-wikitext",
"suggested": true
}
},
"paramOrder": [
"header",
"image",
"target",
"tagline",
"title",
"content",
"footer"
],
"description": "Creates a card like navigational element."
}
</templatedata>
== Examples ==
<pre>
{{Card
|header=Header
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
|footer=Footer
}}
{{Card
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
}}
{{Card
|header=Header
|title=Link to main page
|tagline=Home
|content=Content content content
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card
|header=Header
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
}}
</pre>
{{Card
|header=Header
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
|footer=Footer
}}
{{Card
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
}}
{{Card
|header=Header
|title=Link to main page
|tagline=Home
|content=Content content content
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card
|header=Header
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
}}
6bca25054f3fc2f41cf5305035c549eea6134e3a
MediaWiki:Stream-channel
8
62
114
2022-12-24T20:29:12Z
gamevault>Gamevault
0
wikitext
text/x-wiki
{{#evt: service=youtube
|id=https://www.youtube.com/watch?v=AeoXmkTXV4w
|alignment=left
|dimensions=280
}}
4c056903481ee3a0685be759726c66baf5aa8116
Widget:Notitle
274
16
20
2023-01-22T14:02:50Z
gamevault>Wikivisor1
0
Created page with " <style> h1#firstHeading { display: none !important; } </style>"
wikitext
text/x-wiki
<style>
h1#firstHeading {
display: none !important;
}
</style>
e72aabb399c4df3df0cd08fb21c5d31559dbe846
Template:Notitle
10
24
36
2023-01-22T17:13:47Z
gamevault>Wikivisor1
0
wikitext
text/x-wiki
<includeonly>{{#widget:Notitle}}</includeonly><noinclude>
;Description
:Hides page title.
;Usage
<pre>
{{notitle}}
</pre>
</noinclude>
0bc3ebcf591d990688a54dbb08df6104f1612028
Template:Card
10
17
22
2023-01-29T12:34:37Z
gamevault>Wikivisor1
0
wikitext
text/x-wiki
<includeonly>
<div class="game-vault-card"><!--
-->{{#if: {{{header|}}} |<div class="game-vault-card-header">{{{header|}}}</div>}}<!--
-->{{#if: {{{image|}}} |<div class="game-vault-card-image {{#if: {{{header|}}}|with-header}}">[[File:{{PAGENAME:{{{image|}}}}}|class=img-fluid|link={{fullurl:{{{target|}}}}}]]</div>}}<!--
--><div class="game-vault-card-body"><!--
--><div><!--
-->{{#if: {{{tagline|}}} |<div class="game-vault-card-body-tagline">{{{tagline|}}}</div>}}<!--
-->{{#if: {{{title|}}} |<div class="game-vault-card-body-title">{{{title|}}}</div>}}<!--
--></div><!--
-->{{#if: {{{content|}}} |<div class="game-vault-card-body-text">
{{{content|}}}
</div>}}<!--
--></div><!--
-->{{#if: {{{footer|}}} |<div class="game-vault-card-footer">{{{footer|}}}</div>}}
</div></includeonly><noinclude>
{{template doc}}
</noinclude>
88474197e033c36880e5742eaefbaf080446a8ba
Widget:A
274
15
18
2023-01-29T17:17:03Z
gamevault>Wikivisor1
0
Created page with "<a href="<!--{$target}-->"><!--{$content}--></a>"
wikitext
text/x-wiki
<a href="<!--{$target}-->"><!--{$content}--></a>
c8b02f4731ea4fc04a1fbb96b64a460e229ec21d
Template:Card-half/doc
10
19
26
2023-01-29T18:36:40Z
gamevault>Wikivisor1
0
/* Examples */
wikitext
text/x-wiki
== About this template ==
;Description
<templatedata>
{
"params": {
"image": {
"label": "Image",
"description": "The card image (below the header, if the latter is present, otherwise the uppermost element).",
"type": "string",
"suggested": true
},
"target": {
"label": "Image link",
"description": "Alternative link target for the image.",
"type": "string",
"suggested": true,
"required": true
},
"title": {
"label": "Title",
"description": "In card heading.",
"type": "string",
"suggested": true,
"required": true
}
},
"paramOrder": [
"image",
"target",
"title"
],
"description": "Creates a card like navigational element.",
"format": "inline"
}
</templatedata>
== Examples ==
<pre>
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Link to main page
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
</pre>
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Link to main page
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Heroes
|image=Test-image-preview.jpg
|target=Heroes
}}
b4d3ba25dd430e648636ed462d3c4ec33fa23aad
144
26
2023-03-21T18:41:29Z
gamevault>Gamevault
0
1 revision imported
wikitext
text/x-wiki
== About this template ==
;Description
<templatedata>
{
"params": {
"image": {
"label": "Image",
"description": "The card image (below the header, if the latter is present, otherwise the uppermost element).",
"type": "string",
"suggested": true
},
"target": {
"label": "Image link",
"description": "Alternative link target for the image.",
"type": "string",
"suggested": true,
"required": true
},
"title": {
"label": "Title",
"description": "In card heading.",
"type": "string",
"suggested": true,
"required": true
}
},
"paramOrder": [
"image",
"target",
"title"
],
"description": "Creates a card like navigational element.",
"format": "inline"
}
</templatedata>
== Examples ==
<pre>
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Link to main page
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
</pre>
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Link to main page
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Heroes
|image=Test-image-preview.jpg
|target=Heroes
}}
b4d3ba25dd430e648636ed462d3c4ec33fa23aad
27
26
2023-04-13T17:33:27Z
Admin
1
1 revision imported
wikitext
text/x-wiki
== About this template ==
;Description
<templatedata>
{
"params": {
"image": {
"label": "Image",
"description": "The card image (below the header, if the latter is present, otherwise the uppermost element).",
"type": "string",
"suggested": true
},
"target": {
"label": "Image link",
"description": "Alternative link target for the image.",
"type": "string",
"suggested": true,
"required": true
},
"title": {
"label": "Title",
"description": "In card heading.",
"type": "string",
"suggested": true,
"required": true
}
},
"paramOrder": [
"image",
"target",
"title"
],
"description": "Creates a card like navigational element.",
"format": "inline"
}
</templatedata>
== Examples ==
<pre>
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Link to main page
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
</pre>
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Link to main page
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Heroes
|image=Test-image-preview.jpg
|target=Heroes
}}
b4d3ba25dd430e648636ed462d3c4ec33fa23aad
Template:Icon-tiles
10
22
32
2023-01-30T23:26:15Z
gamevault>Wikivisor1
0
wikitext
text/x-wiki
<includeonly><ul class="tile-icons">
{{#if:{{{icon1|}}}
|<li class="tile-item">
<div class="tile-icon {{{class1|}}}">[[image:{{PAGENAME:{{{icon1|}}} }}|36px|link={{{target1|}}}]]</div><!--
-->[[{{{target1|}}}|<span class="tile-caption">{{{caption1|{{{target1|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon2|}}}
|<li class="tile-item">
<div class="tile-icon {{{class2|}}}">[[image:{{PAGENAME:{{{icon2|}}} }}|36px|link={{{target2|}}}]]</div><!--
-->[[{{{target2|}}}|<span class="tile-caption">{{{caption2|{{{target2|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon3|}}}
|<li class="tile-item">
<div class="tile-icon {{{class3|}}}">[[image:{{PAGENAME:{{{icon3|}}} }}|36px|link={{{target3|}}}]]</div><!--
-->[[{{{target3|}}}|<span class="tile-caption">{{{caption3|{{{target3|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon4|}}}
|<li class="tile-item">
<div class="tile-icon {{{class4|}}}">[[image:{{PAGENAME:{{{icon4|}}} }}|36px|link={{{target4|}}}]]</div><!--
-->[[{{{target4|}}}|<span class="tile-caption">{{{caption4|{{{target4|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon5|}}}
|<li class="tile-item">
<div class="tile-icon {{{class5|}}}">[[image:{{PAGENAME:{{{icon5|}}} }}|36px|link={{{target5|}}}]]</div><!--
-->[[{{{target5|}}}|<span class="tile-caption">{{{caption5|{{{target5|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon6|}}}
|<li class="tile-item">
<div class="tile-icon {{{class6|}}}">[[image:{{PAGENAME:{{{icon6|}}} }}|36px|link={{{target6|}}}]]</div><!--
-->[[{{{target6|}}}|<span class="tile-caption">{{{caption6|{{{target6|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon7|}}}
|<li class="tile-item">
<div class="tile-icon {{{class7|}}}">[[image:{{PAGENAME:{{{icon7|}}} }}|36px|link={{{target7|}}}]]</div><!--
-->[[{{{target7|}}}|<span class="tile-caption">{{{caption7|{{{target7|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon8|}}}
|<li class="tile-item">
<div class="tile-icon {{{class8|}}}">[[image:{{PAGENAME:{{{icon8|}}} }}|36px|link={{{target8|}}}]]</div><!--
-->[[{{{target8|}}}|<span class="tile-caption">{{{caption8|{{{target8|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon9|}}}
|<li class="tile-item">
<div class="tile-icon {{{class9|}}}">[[image:{{PAGENAME:{{{icon9|}}} }}|36px|link={{{target9|}}}]]</div><!--
-->[[{{{target9|}}}|<span class="tile-caption">{{{caption9|{{{target9|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon10|}}}
|<li class="tile-item">
<div class="tile-icon {{{class10|}}}">[[image:{{PAGENAME:{{{icon10|}}} }}|36px|link={{{target10|}}}]]</div><!--
-->[[{{{target10|}}}|<span class="tile-caption">{{{caption10|{{{target10|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon11|}}}
|<li class="tile-item">
<div class="tile-icon {{{class11|}}}">[[image:{{PAGENAME:{{{icon11|}}} }}|36px|link={{{target11|}}}]]</div><!--
-->[[{{{target11|}}}|<span class="tile-caption">{{{caption11|{{{target11|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon12|}}}
|<li class="tile-item">
<div class="tile-icon {{{class12|}}}">[[image:{{PAGENAME:{{{icon12|}}} }}|36px|link={{{target12|}}}]]</div><!--
-->[[{{{target12|}}}|<span class="tile-caption">{{{caption12|{{{target12|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon13|}}}
|<li class="tile-item">
<div class="tile-icon {{{class13|}}}">[[image:{{PAGENAME:{{{icon13|}}} }}|36px|link={{{target13|}}}]]</div><!--
-->[[{{{target13|}}}|<span class="tile-caption">{{{caption13|{{{target13|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon14|}}}
|<li class="tile-item">
<div class="tile-icon {{{class14|}}}">[[image:{{PAGENAME:{{{icon14|}}} }}|36px|link={{{target14|}}}]]</div><!--
-->[[{{{target14|}}}|<span class="tile-caption">{{{caption14|{{{target14|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon15|}}}
|<li class="tile-item">
<div class="tile-icon {{{class15|}}}">[[image:{{PAGENAME:{{{icon15|}}} }}|36px|link={{{target15|}}}]]</div><!--
-->[[{{{target15|}}}|<span class="tile-caption">{{{caption15|{{{target15|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon16|}}}
|<li class="tile-item">
<div class="tile-icon {{{class16|}}}">[[image:{{PAGENAME:{{{icon16|}}} }}|36px|link={{{target16|}}}]]</div><!--
-->[[{{{target16|}}}|<span class="tile-caption">{{{caption16|{{{target16|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon17|}}}
|<li class="tile-item">
<div class="tile-icon {{{class17|}}}">[[image:{{PAGENAME:{{{icon17|}}} }}|36px|link={{{target17|}}}]]</div><!--
-->[[{{{target17|}}}|<span class="tile-caption">{{{caption17|{{{target17|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon18|}}}
|<li class="tile-item">
<div class="tile-icon {{{class18|}}}">[[image:{{PAGENAME:{{{icon18|}}} }}|36px|link={{{target18|}}}]]</div><!--
-->[[{{{target18|}}}|<span class="tile-caption">{{{caption18|{{{target18|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon19|}}}
|<li class="tile-item">
<div class="tile-icon {{{class19|}}}">[[image:{{PAGENAME:{{{icon19|}}} }}|36px|link={{{target19|}}}]]</div><!--
-->[[{{{target19|}}}|<span class="tile-caption">{{{caption19|{{{target19|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon20|}}}
|<li class="tile-item">
<div class="tile-icon {{{class20|}}}">[[image:{{PAGENAME:{{{icon20|}}} }}|36px|link={{{target20|}}}]]</div><!--
-->[[{{{target20|}}}|<span class="tile-caption">{{{caption20|{{{target20|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon21|}}}
|<li class="tile-item">
<div class="tile-icon {{{class21|}}}">[[image:{{PAGENAME:{{{icon21|}}} }}|36px|link={{{target21|}}}]]</div><!--
-->[[{{{target21|}}}|<span class="tile-caption">{{{caption21|{{{target21|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon22|}}}
|<li class="tile-item">
<div class="tile-icon {{{class22|}}}">[[image:{{PAGENAME:{{{icon22|}}} }}|36px|link={{{target22|}}}]]</div><!--
-->[[{{{target22|}}}|<span class="tile-caption">{{{caption22|{{{target22|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon23|}}}
|<li class="tile-item">
<div class="tile-icon {{{class23|}}}">[[image:{{PAGENAME:{{{icon23|}}} }}|36px|link={{{target23|}}}]]</div><!--
-->[[{{{target23|}}}|<span class="tile-caption">{{{caption23|{{{target23|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon24|}}}
|<li class="tile-item">
<div class="tile-icon {{{class24|}}}">[[image:{{PAGENAME:{{{icon24|}}} }}|36px|link={{{target24|}}}]]</div><!--
-->[[{{{target24|}}}|<span class="tile-caption">{{{caption24|{{{target24|}}} }}}</span>]]
</li>
}}
</ul></includeonly><noinclude>
{{template doc}}
</noinclude>
cb4b2eb6136dae5ef5c5518a456774d85fc792f4
150
32
2023-03-21T18:41:30Z
gamevault>Gamevault
0
1 revision imported
wikitext
text/x-wiki
<includeonly><ul class="tile-icons">
{{#if:{{{icon1|}}}
|<li class="tile-item">
<div class="tile-icon {{{class1|}}}">[[image:{{PAGENAME:{{{icon1|}}} }}|36px|link={{{target1|}}}]]</div><!--
-->[[{{{target1|}}}|<span class="tile-caption">{{{caption1|{{{target1|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon2|}}}
|<li class="tile-item">
<div class="tile-icon {{{class2|}}}">[[image:{{PAGENAME:{{{icon2|}}} }}|36px|link={{{target2|}}}]]</div><!--
-->[[{{{target2|}}}|<span class="tile-caption">{{{caption2|{{{target2|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon3|}}}
|<li class="tile-item">
<div class="tile-icon {{{class3|}}}">[[image:{{PAGENAME:{{{icon3|}}} }}|36px|link={{{target3|}}}]]</div><!--
-->[[{{{target3|}}}|<span class="tile-caption">{{{caption3|{{{target3|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon4|}}}
|<li class="tile-item">
<div class="tile-icon {{{class4|}}}">[[image:{{PAGENAME:{{{icon4|}}} }}|36px|link={{{target4|}}}]]</div><!--
-->[[{{{target4|}}}|<span class="tile-caption">{{{caption4|{{{target4|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon5|}}}
|<li class="tile-item">
<div class="tile-icon {{{class5|}}}">[[image:{{PAGENAME:{{{icon5|}}} }}|36px|link={{{target5|}}}]]</div><!--
-->[[{{{target5|}}}|<span class="tile-caption">{{{caption5|{{{target5|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon6|}}}
|<li class="tile-item">
<div class="tile-icon {{{class6|}}}">[[image:{{PAGENAME:{{{icon6|}}} }}|36px|link={{{target6|}}}]]</div><!--
-->[[{{{target6|}}}|<span class="tile-caption">{{{caption6|{{{target6|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon7|}}}
|<li class="tile-item">
<div class="tile-icon {{{class7|}}}">[[image:{{PAGENAME:{{{icon7|}}} }}|36px|link={{{target7|}}}]]</div><!--
-->[[{{{target7|}}}|<span class="tile-caption">{{{caption7|{{{target7|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon8|}}}
|<li class="tile-item">
<div class="tile-icon {{{class8|}}}">[[image:{{PAGENAME:{{{icon8|}}} }}|36px|link={{{target8|}}}]]</div><!--
-->[[{{{target8|}}}|<span class="tile-caption">{{{caption8|{{{target8|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon9|}}}
|<li class="tile-item">
<div class="tile-icon {{{class9|}}}">[[image:{{PAGENAME:{{{icon9|}}} }}|36px|link={{{target9|}}}]]</div><!--
-->[[{{{target9|}}}|<span class="tile-caption">{{{caption9|{{{target9|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon10|}}}
|<li class="tile-item">
<div class="tile-icon {{{class10|}}}">[[image:{{PAGENAME:{{{icon10|}}} }}|36px|link={{{target10|}}}]]</div><!--
-->[[{{{target10|}}}|<span class="tile-caption">{{{caption10|{{{target10|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon11|}}}
|<li class="tile-item">
<div class="tile-icon {{{class11|}}}">[[image:{{PAGENAME:{{{icon11|}}} }}|36px|link={{{target11|}}}]]</div><!--
-->[[{{{target11|}}}|<span class="tile-caption">{{{caption11|{{{target11|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon12|}}}
|<li class="tile-item">
<div class="tile-icon {{{class12|}}}">[[image:{{PAGENAME:{{{icon12|}}} }}|36px|link={{{target12|}}}]]</div><!--
-->[[{{{target12|}}}|<span class="tile-caption">{{{caption12|{{{target12|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon13|}}}
|<li class="tile-item">
<div class="tile-icon {{{class13|}}}">[[image:{{PAGENAME:{{{icon13|}}} }}|36px|link={{{target13|}}}]]</div><!--
-->[[{{{target13|}}}|<span class="tile-caption">{{{caption13|{{{target13|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon14|}}}
|<li class="tile-item">
<div class="tile-icon {{{class14|}}}">[[image:{{PAGENAME:{{{icon14|}}} }}|36px|link={{{target14|}}}]]</div><!--
-->[[{{{target14|}}}|<span class="tile-caption">{{{caption14|{{{target14|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon15|}}}
|<li class="tile-item">
<div class="tile-icon {{{class15|}}}">[[image:{{PAGENAME:{{{icon15|}}} }}|36px|link={{{target15|}}}]]</div><!--
-->[[{{{target15|}}}|<span class="tile-caption">{{{caption15|{{{target15|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon16|}}}
|<li class="tile-item">
<div class="tile-icon {{{class16|}}}">[[image:{{PAGENAME:{{{icon16|}}} }}|36px|link={{{target16|}}}]]</div><!--
-->[[{{{target16|}}}|<span class="tile-caption">{{{caption16|{{{target16|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon17|}}}
|<li class="tile-item">
<div class="tile-icon {{{class17|}}}">[[image:{{PAGENAME:{{{icon17|}}} }}|36px|link={{{target17|}}}]]</div><!--
-->[[{{{target17|}}}|<span class="tile-caption">{{{caption17|{{{target17|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon18|}}}
|<li class="tile-item">
<div class="tile-icon {{{class18|}}}">[[image:{{PAGENAME:{{{icon18|}}} }}|36px|link={{{target18|}}}]]</div><!--
-->[[{{{target18|}}}|<span class="tile-caption">{{{caption18|{{{target18|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon19|}}}
|<li class="tile-item">
<div class="tile-icon {{{class19|}}}">[[image:{{PAGENAME:{{{icon19|}}} }}|36px|link={{{target19|}}}]]</div><!--
-->[[{{{target19|}}}|<span class="tile-caption">{{{caption19|{{{target19|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon20|}}}
|<li class="tile-item">
<div class="tile-icon {{{class20|}}}">[[image:{{PAGENAME:{{{icon20|}}} }}|36px|link={{{target20|}}}]]</div><!--
-->[[{{{target20|}}}|<span class="tile-caption">{{{caption20|{{{target20|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon21|}}}
|<li class="tile-item">
<div class="tile-icon {{{class21|}}}">[[image:{{PAGENAME:{{{icon21|}}} }}|36px|link={{{target21|}}}]]</div><!--
-->[[{{{target21|}}}|<span class="tile-caption">{{{caption21|{{{target21|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon22|}}}
|<li class="tile-item">
<div class="tile-icon {{{class22|}}}">[[image:{{PAGENAME:{{{icon22|}}} }}|36px|link={{{target22|}}}]]</div><!--
-->[[{{{target22|}}}|<span class="tile-caption">{{{caption22|{{{target22|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon23|}}}
|<li class="tile-item">
<div class="tile-icon {{{class23|}}}">[[image:{{PAGENAME:{{{icon23|}}} }}|36px|link={{{target23|}}}]]</div><!--
-->[[{{{target23|}}}|<span class="tile-caption">{{{caption23|{{{target23|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon24|}}}
|<li class="tile-item">
<div class="tile-icon {{{class24|}}}">[[image:{{PAGENAME:{{{icon24|}}} }}|36px|link={{{target24|}}}]]</div><!--
-->[[{{{target24|}}}|<span class="tile-caption">{{{caption24|{{{target24|}}} }}}</span>]]
</li>
}}
</ul></includeonly><noinclude>
{{template doc}}
</noinclude>
cb4b2eb6136dae5ef5c5518a456774d85fc792f4
33
32
2023-04-13T17:33:28Z
Admin
1
1 revision imported
wikitext
text/x-wiki
<includeonly><ul class="tile-icons">
{{#if:{{{icon1|}}}
|<li class="tile-item">
<div class="tile-icon {{{class1|}}}">[[image:{{PAGENAME:{{{icon1|}}} }}|36px|link={{{target1|}}}]]</div><!--
-->[[{{{target1|}}}|<span class="tile-caption">{{{caption1|{{{target1|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon2|}}}
|<li class="tile-item">
<div class="tile-icon {{{class2|}}}">[[image:{{PAGENAME:{{{icon2|}}} }}|36px|link={{{target2|}}}]]</div><!--
-->[[{{{target2|}}}|<span class="tile-caption">{{{caption2|{{{target2|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon3|}}}
|<li class="tile-item">
<div class="tile-icon {{{class3|}}}">[[image:{{PAGENAME:{{{icon3|}}} }}|36px|link={{{target3|}}}]]</div><!--
-->[[{{{target3|}}}|<span class="tile-caption">{{{caption3|{{{target3|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon4|}}}
|<li class="tile-item">
<div class="tile-icon {{{class4|}}}">[[image:{{PAGENAME:{{{icon4|}}} }}|36px|link={{{target4|}}}]]</div><!--
-->[[{{{target4|}}}|<span class="tile-caption">{{{caption4|{{{target4|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon5|}}}
|<li class="tile-item">
<div class="tile-icon {{{class5|}}}">[[image:{{PAGENAME:{{{icon5|}}} }}|36px|link={{{target5|}}}]]</div><!--
-->[[{{{target5|}}}|<span class="tile-caption">{{{caption5|{{{target5|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon6|}}}
|<li class="tile-item">
<div class="tile-icon {{{class6|}}}">[[image:{{PAGENAME:{{{icon6|}}} }}|36px|link={{{target6|}}}]]</div><!--
-->[[{{{target6|}}}|<span class="tile-caption">{{{caption6|{{{target6|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon7|}}}
|<li class="tile-item">
<div class="tile-icon {{{class7|}}}">[[image:{{PAGENAME:{{{icon7|}}} }}|36px|link={{{target7|}}}]]</div><!--
-->[[{{{target7|}}}|<span class="tile-caption">{{{caption7|{{{target7|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon8|}}}
|<li class="tile-item">
<div class="tile-icon {{{class8|}}}">[[image:{{PAGENAME:{{{icon8|}}} }}|36px|link={{{target8|}}}]]</div><!--
-->[[{{{target8|}}}|<span class="tile-caption">{{{caption8|{{{target8|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon9|}}}
|<li class="tile-item">
<div class="tile-icon {{{class9|}}}">[[image:{{PAGENAME:{{{icon9|}}} }}|36px|link={{{target9|}}}]]</div><!--
-->[[{{{target9|}}}|<span class="tile-caption">{{{caption9|{{{target9|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon10|}}}
|<li class="tile-item">
<div class="tile-icon {{{class10|}}}">[[image:{{PAGENAME:{{{icon10|}}} }}|36px|link={{{target10|}}}]]</div><!--
-->[[{{{target10|}}}|<span class="tile-caption">{{{caption10|{{{target10|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon11|}}}
|<li class="tile-item">
<div class="tile-icon {{{class11|}}}">[[image:{{PAGENAME:{{{icon11|}}} }}|36px|link={{{target11|}}}]]</div><!--
-->[[{{{target11|}}}|<span class="tile-caption">{{{caption11|{{{target11|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon12|}}}
|<li class="tile-item">
<div class="tile-icon {{{class12|}}}">[[image:{{PAGENAME:{{{icon12|}}} }}|36px|link={{{target12|}}}]]</div><!--
-->[[{{{target12|}}}|<span class="tile-caption">{{{caption12|{{{target12|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon13|}}}
|<li class="tile-item">
<div class="tile-icon {{{class13|}}}">[[image:{{PAGENAME:{{{icon13|}}} }}|36px|link={{{target13|}}}]]</div><!--
-->[[{{{target13|}}}|<span class="tile-caption">{{{caption13|{{{target13|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon14|}}}
|<li class="tile-item">
<div class="tile-icon {{{class14|}}}">[[image:{{PAGENAME:{{{icon14|}}} }}|36px|link={{{target14|}}}]]</div><!--
-->[[{{{target14|}}}|<span class="tile-caption">{{{caption14|{{{target14|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon15|}}}
|<li class="tile-item">
<div class="tile-icon {{{class15|}}}">[[image:{{PAGENAME:{{{icon15|}}} }}|36px|link={{{target15|}}}]]</div><!--
-->[[{{{target15|}}}|<span class="tile-caption">{{{caption15|{{{target15|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon16|}}}
|<li class="tile-item">
<div class="tile-icon {{{class16|}}}">[[image:{{PAGENAME:{{{icon16|}}} }}|36px|link={{{target16|}}}]]</div><!--
-->[[{{{target16|}}}|<span class="tile-caption">{{{caption16|{{{target16|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon17|}}}
|<li class="tile-item">
<div class="tile-icon {{{class17|}}}">[[image:{{PAGENAME:{{{icon17|}}} }}|36px|link={{{target17|}}}]]</div><!--
-->[[{{{target17|}}}|<span class="tile-caption">{{{caption17|{{{target17|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon18|}}}
|<li class="tile-item">
<div class="tile-icon {{{class18|}}}">[[image:{{PAGENAME:{{{icon18|}}} }}|36px|link={{{target18|}}}]]</div><!--
-->[[{{{target18|}}}|<span class="tile-caption">{{{caption18|{{{target18|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon19|}}}
|<li class="tile-item">
<div class="tile-icon {{{class19|}}}">[[image:{{PAGENAME:{{{icon19|}}} }}|36px|link={{{target19|}}}]]</div><!--
-->[[{{{target19|}}}|<span class="tile-caption">{{{caption19|{{{target19|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon20|}}}
|<li class="tile-item">
<div class="tile-icon {{{class20|}}}">[[image:{{PAGENAME:{{{icon20|}}} }}|36px|link={{{target20|}}}]]</div><!--
-->[[{{{target20|}}}|<span class="tile-caption">{{{caption20|{{{target20|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon21|}}}
|<li class="tile-item">
<div class="tile-icon {{{class21|}}}">[[image:{{PAGENAME:{{{icon21|}}} }}|36px|link={{{target21|}}}]]</div><!--
-->[[{{{target21|}}}|<span class="tile-caption">{{{caption21|{{{target21|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon22|}}}
|<li class="tile-item">
<div class="tile-icon {{{class22|}}}">[[image:{{PAGENAME:{{{icon22|}}} }}|36px|link={{{target22|}}}]]</div><!--
-->[[{{{target22|}}}|<span class="tile-caption">{{{caption22|{{{target22|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon23|}}}
|<li class="tile-item">
<div class="tile-icon {{{class23|}}}">[[image:{{PAGENAME:{{{icon23|}}} }}|36px|link={{{target23|}}}]]</div><!--
-->[[{{{target23|}}}|<span class="tile-caption">{{{caption23|{{{target23|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon24|}}}
|<li class="tile-item">
<div class="tile-icon {{{class24|}}}">[[image:{{PAGENAME:{{{icon24|}}} }}|36px|link={{{target24|}}}]]</div><!--
-->[[{{{target24|}}}|<span class="tile-caption">{{{caption24|{{{target24|}}} }}}</span>]]
</li>
}}
</ul></includeonly><noinclude>
{{template doc}}
</noinclude>
cb4b2eb6136dae5ef5c5518a456774d85fc792f4
Template:Icon-tiles/doc
10
23
34
2023-01-30T23:35:55Z
gamevault>Wikivisor1
0
wikitext
text/x-wiki
<includeonly><pre>
{{icon-tiles
|icon1 = Uploaded file name, eg. Talismane.png
|class1 = The name of CSS class to color icon background
|target1 = The name of page to link the tile to
|caption1 = The text besides the icon
...
}}
</pre>
</includeonly>
<templatedata>
{
"params": {
"icon1": {
"type": "string",
"required": true,
"suggested": true
},
"class1": {
"type": "string",
"suggested": true
},
"target1": {
"type": "wiki-page-name",
"required": true,
"suggested": true
},
"caption1": {
"type": "string",
"suggested": true
},
"icon2": {
"type": "string"
},
"class2": {
"type": "string"
},
"target2": {
"type": "wiki-page-name"
},
"caption2": {
"type": "string"
},
"icon3": {
"type": "string"
},
"class3": {
"type": "string"
},
"target3": {
"type": "wiki-page-name"
},
"caption3": {
"type": "string"
},
"icon4": {
"type": "string"
},
"class4": {
"type": "string"
},
"target4": {
"type": "wiki-page-name"
},
"caption4": {
"type": "string"
},
"icon5": {
"type": "string"
},
"class5": {
"type": "string"
},
"target5": {
"type": "wiki-page-name"
},
"caption5": {
"type": "string"
},
"icon6": {
"type": "string"
},
"class6": {
"type": "string"
},
"target6": {
"type": "wiki-page-name"
},
"caption6": {
"type": "string"
},
"icon7": {
"type": "string"
},
"class7": {
"type": "string"
},
"target7": {
"type": "wiki-page-name"
},
"caption7": {
"type": "string"
},
"icon8": {
"type": "string"
},
"class8": {
"type": "string"
},
"target8": {
"type": "wiki-page-name"
},
"caption8": {
"type": "string"
},
"icon9": {
"type": "string"
},
"class9": {
"type": "string"
},
"target9": {
"type": "wiki-page-name"
},
"caption9": {
"type": "string"
},
"icon10": {
"type": "string"
},
"class10": {
"type": "string"
},
"target10": {
"type": "wiki-page-name"
},
"caption10": {
"type": "string"
},
"icon11": {
"type": "string"
},
"class11": {
"type": "string"
},
"target11": {
"type": "wiki-page-name"
},
"caption11": {
"type": "string"
},
"icon12": {
"type": "string"
},
"class12": {
"type": "string"
},
"target12": {
"type": "wiki-page-name"
},
"caption12": {
"type": "string"
},
"icon13": {
"type": "string"
},
"class13": {
"type": "string"
},
"target13": {
"type": "wiki-page-name"
},
"caption13": {
"type": "string"
},
"icon14": {
"type": "string"
},
"class14": {
"type": "string"
},
"target14": {
"type": "wiki-page-name"
},
"caption14": {
"type": "string"
},
"icon15": {
"type": "string"
},
"class15": {
"type": "string"
},
"target15": {
"type": "wiki-page-name"
},
"caption15": {
"type": "string"
},
"icon16": {
"type": "string"
},
"class16": {
"type": "string"
},
"target16": {
"type": "wiki-page-name"
},
"caption16": {
"type": "string"
},
"icon17": {
"type": "string"
},
"class17": {
"type": "string"
},
"target17": {
"type": "wiki-page-name"
},
"caption17": {
"type": "string"
},
"icon18": {
"type": "string"
},
"class18": {
"type": "string"
},
"target18": {
"type": "wiki-page-name"
},
"caption18": {
"type": "string"
},
"icon19": {
"type": "string"
},
"class19": {
"type": "string"
},
"target19": {
"type": "wiki-page-name"
},
"caption19": {
"type": "string"
},
"icon20": {
"type": "string"
},
"class20": {
"type": "string"
},
"target20": {
"type": "wiki-page-name"
},
"caption20": {
"type": "string"
},
"icon21": {
"type": "string"
},
"class21": {
"type": "string"
},
"target21": {
"type": "wiki-page-name"
},
"caption21": {
"type": "string"
},
"icon22": {
"type": "string"
},
"class22": {
"type": "string"
},
"target22": {
"type": "wiki-page-name"
},
"caption22": {
"type": "string"
},
"icon23": {
"type": "string"
},
"class23": {
"type": "string"
},
"target23": {
"type": "wiki-page-name"
},
"caption23": {
"type": "string"
},
"icon24": {
"type": "string"
},
"class24": {
"type": "string"
},
"target24": {
"type": "wiki-page-name"
},
"caption24": {
"type": "string"
}
}
}
</templatedata>
be51aa71f5679985dacfc945a7c165c7f333d1ac
152
34
2023-03-21T18:41:30Z
gamevault>Gamevault
0
1 revision imported
wikitext
text/x-wiki
<includeonly><pre>
{{icon-tiles
|icon1 = Uploaded file name, eg. Talismane.png
|class1 = The name of CSS class to color icon background
|target1 = The name of page to link the tile to
|caption1 = The text besides the icon
...
}}
</pre>
</includeonly>
<templatedata>
{
"params": {
"icon1": {
"type": "string",
"required": true,
"suggested": true
},
"class1": {
"type": "string",
"suggested": true
},
"target1": {
"type": "wiki-page-name",
"required": true,
"suggested": true
},
"caption1": {
"type": "string",
"suggested": true
},
"icon2": {
"type": "string"
},
"class2": {
"type": "string"
},
"target2": {
"type": "wiki-page-name"
},
"caption2": {
"type": "string"
},
"icon3": {
"type": "string"
},
"class3": {
"type": "string"
},
"target3": {
"type": "wiki-page-name"
},
"caption3": {
"type": "string"
},
"icon4": {
"type": "string"
},
"class4": {
"type": "string"
},
"target4": {
"type": "wiki-page-name"
},
"caption4": {
"type": "string"
},
"icon5": {
"type": "string"
},
"class5": {
"type": "string"
},
"target5": {
"type": "wiki-page-name"
},
"caption5": {
"type": "string"
},
"icon6": {
"type": "string"
},
"class6": {
"type": "string"
},
"target6": {
"type": "wiki-page-name"
},
"caption6": {
"type": "string"
},
"icon7": {
"type": "string"
},
"class7": {
"type": "string"
},
"target7": {
"type": "wiki-page-name"
},
"caption7": {
"type": "string"
},
"icon8": {
"type": "string"
},
"class8": {
"type": "string"
},
"target8": {
"type": "wiki-page-name"
},
"caption8": {
"type": "string"
},
"icon9": {
"type": "string"
},
"class9": {
"type": "string"
},
"target9": {
"type": "wiki-page-name"
},
"caption9": {
"type": "string"
},
"icon10": {
"type": "string"
},
"class10": {
"type": "string"
},
"target10": {
"type": "wiki-page-name"
},
"caption10": {
"type": "string"
},
"icon11": {
"type": "string"
},
"class11": {
"type": "string"
},
"target11": {
"type": "wiki-page-name"
},
"caption11": {
"type": "string"
},
"icon12": {
"type": "string"
},
"class12": {
"type": "string"
},
"target12": {
"type": "wiki-page-name"
},
"caption12": {
"type": "string"
},
"icon13": {
"type": "string"
},
"class13": {
"type": "string"
},
"target13": {
"type": "wiki-page-name"
},
"caption13": {
"type": "string"
},
"icon14": {
"type": "string"
},
"class14": {
"type": "string"
},
"target14": {
"type": "wiki-page-name"
},
"caption14": {
"type": "string"
},
"icon15": {
"type": "string"
},
"class15": {
"type": "string"
},
"target15": {
"type": "wiki-page-name"
},
"caption15": {
"type": "string"
},
"icon16": {
"type": "string"
},
"class16": {
"type": "string"
},
"target16": {
"type": "wiki-page-name"
},
"caption16": {
"type": "string"
},
"icon17": {
"type": "string"
},
"class17": {
"type": "string"
},
"target17": {
"type": "wiki-page-name"
},
"caption17": {
"type": "string"
},
"icon18": {
"type": "string"
},
"class18": {
"type": "string"
},
"target18": {
"type": "wiki-page-name"
},
"caption18": {
"type": "string"
},
"icon19": {
"type": "string"
},
"class19": {
"type": "string"
},
"target19": {
"type": "wiki-page-name"
},
"caption19": {
"type": "string"
},
"icon20": {
"type": "string"
},
"class20": {
"type": "string"
},
"target20": {
"type": "wiki-page-name"
},
"caption20": {
"type": "string"
},
"icon21": {
"type": "string"
},
"class21": {
"type": "string"
},
"target21": {
"type": "wiki-page-name"
},
"caption21": {
"type": "string"
},
"icon22": {
"type": "string"
},
"class22": {
"type": "string"
},
"target22": {
"type": "wiki-page-name"
},
"caption22": {
"type": "string"
},
"icon23": {
"type": "string"
},
"class23": {
"type": "string"
},
"target23": {
"type": "wiki-page-name"
},
"caption23": {
"type": "string"
},
"icon24": {
"type": "string"
},
"class24": {
"type": "string"
},
"target24": {
"type": "wiki-page-name"
},
"caption24": {
"type": "string"
}
}
}
</templatedata>
be51aa71f5679985dacfc945a7c165c7f333d1ac
35
34
2023-04-13T17:33:28Z
Admin
1
1 revision imported
wikitext
text/x-wiki
<includeonly><pre>
{{icon-tiles
|icon1 = Uploaded file name, eg. Talismane.png
|class1 = The name of CSS class to color icon background
|target1 = The name of page to link the tile to
|caption1 = The text besides the icon
...
}}
</pre>
</includeonly>
<templatedata>
{
"params": {
"icon1": {
"type": "string",
"required": true,
"suggested": true
},
"class1": {
"type": "string",
"suggested": true
},
"target1": {
"type": "wiki-page-name",
"required": true,
"suggested": true
},
"caption1": {
"type": "string",
"suggested": true
},
"icon2": {
"type": "string"
},
"class2": {
"type": "string"
},
"target2": {
"type": "wiki-page-name"
},
"caption2": {
"type": "string"
},
"icon3": {
"type": "string"
},
"class3": {
"type": "string"
},
"target3": {
"type": "wiki-page-name"
},
"caption3": {
"type": "string"
},
"icon4": {
"type": "string"
},
"class4": {
"type": "string"
},
"target4": {
"type": "wiki-page-name"
},
"caption4": {
"type": "string"
},
"icon5": {
"type": "string"
},
"class5": {
"type": "string"
},
"target5": {
"type": "wiki-page-name"
},
"caption5": {
"type": "string"
},
"icon6": {
"type": "string"
},
"class6": {
"type": "string"
},
"target6": {
"type": "wiki-page-name"
},
"caption6": {
"type": "string"
},
"icon7": {
"type": "string"
},
"class7": {
"type": "string"
},
"target7": {
"type": "wiki-page-name"
},
"caption7": {
"type": "string"
},
"icon8": {
"type": "string"
},
"class8": {
"type": "string"
},
"target8": {
"type": "wiki-page-name"
},
"caption8": {
"type": "string"
},
"icon9": {
"type": "string"
},
"class9": {
"type": "string"
},
"target9": {
"type": "wiki-page-name"
},
"caption9": {
"type": "string"
},
"icon10": {
"type": "string"
},
"class10": {
"type": "string"
},
"target10": {
"type": "wiki-page-name"
},
"caption10": {
"type": "string"
},
"icon11": {
"type": "string"
},
"class11": {
"type": "string"
},
"target11": {
"type": "wiki-page-name"
},
"caption11": {
"type": "string"
},
"icon12": {
"type": "string"
},
"class12": {
"type": "string"
},
"target12": {
"type": "wiki-page-name"
},
"caption12": {
"type": "string"
},
"icon13": {
"type": "string"
},
"class13": {
"type": "string"
},
"target13": {
"type": "wiki-page-name"
},
"caption13": {
"type": "string"
},
"icon14": {
"type": "string"
},
"class14": {
"type": "string"
},
"target14": {
"type": "wiki-page-name"
},
"caption14": {
"type": "string"
},
"icon15": {
"type": "string"
},
"class15": {
"type": "string"
},
"target15": {
"type": "wiki-page-name"
},
"caption15": {
"type": "string"
},
"icon16": {
"type": "string"
},
"class16": {
"type": "string"
},
"target16": {
"type": "wiki-page-name"
},
"caption16": {
"type": "string"
},
"icon17": {
"type": "string"
},
"class17": {
"type": "string"
},
"target17": {
"type": "wiki-page-name"
},
"caption17": {
"type": "string"
},
"icon18": {
"type": "string"
},
"class18": {
"type": "string"
},
"target18": {
"type": "wiki-page-name"
},
"caption18": {
"type": "string"
},
"icon19": {
"type": "string"
},
"class19": {
"type": "string"
},
"target19": {
"type": "wiki-page-name"
},
"caption19": {
"type": "string"
},
"icon20": {
"type": "string"
},
"class20": {
"type": "string"
},
"target20": {
"type": "wiki-page-name"
},
"caption20": {
"type": "string"
},
"icon21": {
"type": "string"
},
"class21": {
"type": "string"
},
"target21": {
"type": "wiki-page-name"
},
"caption21": {
"type": "string"
},
"icon22": {
"type": "string"
},
"class22": {
"type": "string"
},
"target22": {
"type": "wiki-page-name"
},
"caption22": {
"type": "string"
},
"icon23": {
"type": "string"
},
"class23": {
"type": "string"
},
"target23": {
"type": "wiki-page-name"
},
"caption23": {
"type": "string"
},
"icon24": {
"type": "string"
},
"class24": {
"type": "string"
},
"target24": {
"type": "wiki-page-name"
},
"caption24": {
"type": "string"
}
}
}
</templatedata>
be51aa71f5679985dacfc945a7c165c7f333d1ac
MediaWiki:Hf-nsheader-
8
56
102
2023-02-19T18:44:29Z
gamevault>Gamevault
0
wikitext
text/x-wiki
;Google Ads in the sidebar
<div class="google-ads-v">
</div>
[https://www.ldplayer.net/?n=44752556#utm_source=aff&utm_medium=aff&utm_campaign=aff44752556 Play AFK Arena on PC/MAC]
4e31ee6e7316c9526544e132a2a9b4a562ee2167
Template:Welcome-header
10
32
52
2023-03-15T16:50:06Z
gamevault>Gamevault
0
wikitext
text/x-wiki
<div class=nomobile>
<div class="mainpage-header nomobile">
<div class="header-intro">
<p class="lead">Biggest AFK Arena Wiki Database made by the Community</p>
<p>We are the AFK Arena guides website maintained by the players. Information about the game, datamined info, visual and text guides and videos are all produced by the community so anyone can find all the information about Afk Arena in one convenient place. </p>
</div>
<div class="header-stats col-2">
<ul>
<li>Number of articles: '''{{NUMBEROFARTICLES}}'''</li>
<li>Number of files: '''{{NUMBEROFFILES}}'''</li>
<li>Number of active editors: '''{{NUMBEROFACTIVEUSERS}}'''</li>
<li>Number of edits: '''{{NUMBEROFEDITS}}'''</li>
</ul>
</div>
</div>
</div>
22a57434d8a38de6088bb8273ede1844e058d617
168
52
2023-04-05T10:56:13Z
gamevault>Wikivisor
0
wikitext
text/x-wiki
<div class=nomobile>
<div class="mainpage-header nomobile">
<div class="header-intro">
<p class="lead">Biggest {{SITENAME}} Database made by the Community</p>
<p>We are the {{GAMENAME}} guides website maintained by the players. Information about the game, datamined info, visual and text guides, and videos - are all produced by the community so that anyone can find all the information about {{GAMENAME}} in one convenient place. </p>
</div>
<div class="header-stats col-2">
<ul>
<li>Number of articles: '''{{NUMBEROFARTICLES}}'''</li>
<li>Number of files: '''{{NUMBEROFFILES}}'''</li>
<li>Number of active editors: '''{{NUMBEROFACTIVEUSERS}}'''</li>
<li>Number of edits: '''{{NUMBEROFEDITS}}'''</li>
</ul>
</div>
</div>
</div>
f289730dcd7c3408c6b6235e7b52236d49b46f18
53
52
2023-04-13T17:33:29Z
Admin
1
1 revision imported
wikitext
text/x-wiki
<div class=nomobile>
<div class="mainpage-header nomobile">
<div class="header-intro">
<p class="lead">Biggest AFK Arena Wiki Database made by the Community</p>
<p>We are the AFK Arena guides website maintained by the players. Information about the game, datamined info, visual and text guides and videos are all produced by the community so anyone can find all the information about Afk Arena in one convenient place. </p>
</div>
<div class="header-stats col-2">
<ul>
<li>Number of articles: '''{{NUMBEROFARTICLES}}'''</li>
<li>Number of files: '''{{NUMBEROFFILES}}'''</li>
<li>Number of active editors: '''{{NUMBEROFACTIVEUSERS}}'''</li>
<li>Number of edits: '''{{NUMBEROFEDITS}}'''</li>
</ul>
</div>
</div>
</div>
22a57434d8a38de6088bb8273ede1844e058d617
Template:Card
10
17
140
22
2023-03-21T18:41:29Z
gamevault>Gamevault
0
1 revision imported
wikitext
text/x-wiki
<includeonly>
<div class="game-vault-card"><!--
-->{{#if: {{{header|}}} |<div class="game-vault-card-header">{{{header|}}}</div>}}<!--
-->{{#if: {{{image|}}} |<div class="game-vault-card-image {{#if: {{{header|}}}|with-header}}">[[File:{{PAGENAME:{{{image|}}}}}|class=img-fluid|link={{fullurl:{{{target|}}}}}]]</div>}}<!--
--><div class="game-vault-card-body"><!--
--><div><!--
-->{{#if: {{{tagline|}}} |<div class="game-vault-card-body-tagline">{{{tagline|}}}</div>}}<!--
-->{{#if: {{{title|}}} |<div class="game-vault-card-body-title">{{{title|}}}</div>}}<!--
--></div><!--
-->{{#if: {{{content|}}} |<div class="game-vault-card-body-text">
{{{content|}}}
</div>}}<!--
--></div><!--
-->{{#if: {{{footer|}}} |<div class="game-vault-card-footer">{{{footer|}}}</div>}}
</div></includeonly><noinclude>
{{template doc}}
</noinclude>
88474197e033c36880e5742eaefbaf080446a8ba
23
22
2023-04-13T17:33:27Z
Admin
1
1 revision imported
wikitext
text/x-wiki
<includeonly>
<div class="game-vault-card"><!--
-->{{#if: {{{header|}}} |<div class="game-vault-card-header">{{{header|}}}</div>}}<!--
-->{{#if: {{{image|}}} |<div class="game-vault-card-image {{#if: {{{header|}}}|with-header}}">[[File:{{PAGENAME:{{{image|}}}}}|class=img-fluid|link={{fullurl:{{{target|}}}}}]]</div>}}<!--
--><div class="game-vault-card-body"><!--
--><div><!--
-->{{#if: {{{tagline|}}} |<div class="game-vault-card-body-tagline">{{{tagline|}}}</div>}}<!--
-->{{#if: {{{title|}}} |<div class="game-vault-card-body-title">{{{title|}}}</div>}}<!--
--></div><!--
-->{{#if: {{{content|}}} |<div class="game-vault-card-body-text">
{{{content|}}}
</div>}}<!--
--></div><!--
-->{{#if: {{{footer|}}} |<div class="game-vault-card-footer">{{{footer|}}}</div>}}
</div></includeonly><noinclude>
{{template doc}}
</noinclude>
88474197e033c36880e5742eaefbaf080446a8ba
Template:Card-half
10
18
142
2023-03-21T18:41:29Z
gamevault>Gamevault
0
1 revision imported
wikitext
text/x-wiki
<includeonly>
<div class="game-vault-card-half"><!--
-->{{#if: {{{image|}}} |<div class="game-vault-card-image">[[File:{{PAGENAME:{{{image|}}}}}|class=img-fluid|link={{{target|}}}]]</div>}}<!--
--><div class="game-vault-card-body"><!--
--><div><!--
--><div class="game-vault-card-body-title">[[{{{target|}}}|{{{title|}}}]]</div><!--
--></div><!--
--></div>
</div></includeonly><noinclude>
{{template doc}}
</noinclude>
1d789058733a1b4ab5418dc224c3f42651ea5bca
24
2023-03-28T20:17:34Z
gamevault>Gamevault
0
wikitext
text/x-wiki
<includeonly>
<div class="game-vault-card-half"><!--
-->{{#if: {{{image|}}} |<div class="game-vault-card-image">[[File:{{PAGENAME:{{{image|}}}}}|class=img-fluid|link={{{target|}}}]]</div>}}<!--
--><div class="game-vault-card-body"><!--
--><div><!--
--><div class="game-vault-card-body-title">{{#ifeq:{{#sub:{{{target|}}}|0|4}}|http|[{{{target|}}} {{{title|}}}]|[[{{{target|}}}|{{{title|}}}]]}}</div><!--
--></div><!--
--></div>
</div></includeonly><noinclude>
{{template doc}}
</noinclude>
e31b6eccd54bcd4dfdcd6e6fb3c084c188dff696
25
24
2023-04-13T17:33:27Z
Admin
1
1 revision imported
wikitext
text/x-wiki
<includeonly>
<div class="game-vault-card-half"><!--
-->{{#if: {{{image|}}} |<div class="game-vault-card-image">[[File:{{PAGENAME:{{{image|}}}}}|class=img-fluid|link={{{target|}}}]]</div>}}<!--
--><div class="game-vault-card-body"><!--
--><div><!--
--><div class="game-vault-card-body-title">{{#ifeq:{{#sub:{{{target|}}}|0|4}}|http|[{{{target|}}} {{{title|}}}]|[[{{{target|}}}|{{{title|}}}]]}}</div><!--
--></div><!--
--></div>
</div></includeonly><noinclude>
{{template doc}}
</noinclude>
e31b6eccd54bcd4dfdcd6e6fb3c084c188dff696
Template:Card/doc
10
20
146
28
2023-03-21T18:41:30Z
gamevault>Gamevault
0
1 revision imported
wikitext
text/x-wiki
== About this template ==
;Description
<templatedata>
{
"params": {
"header": {
"label": "Header",
"description": "The card header (the uppermost element).",
"type": "string",
"suggested": true
},
"image": {
"label": "Image",
"description": "The card image (below the header, if the latter is present, otherwise the uppermost element).",
"type": "string",
"suggested": true
},
"target": {
"label": "Image link",
"description": "Alternative link target for the image. If omitted, the link will open the file itself.",
"type": "string",
"suggested": true
},
"tagline": {
"label": "Tagline",
"description": "The text element preceeding the title.",
"type": "string",
"suggested": true
},
"title": {
"label": "Title",
"description": "In card heading.",
"type": "string",
"suggested": true
},
"content": {
"label": "Content",
"description": "Card content body.",
"type": "unbalanced-wikitext",
"suggested": true
},
"footer": {
"label": "Footer",
"description": "The card footer.",
"type": "unbalanced-wikitext",
"suggested": true
}
},
"paramOrder": [
"header",
"image",
"target",
"tagline",
"title",
"content",
"footer"
],
"description": "Creates a card like navigational element."
}
</templatedata>
== Examples ==
<pre>
{{Card
|header=Header
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
|footer=Footer
}}
{{Card
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
}}
{{Card
|header=Header
|title=Link to main page
|tagline=Home
|content=Content content content
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card
|header=Header
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
}}
</pre>
{{Card
|header=Header
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
|footer=Footer
}}
{{Card
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
}}
{{Card
|header=Header
|title=Link to main page
|tagline=Home
|content=Content content content
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card
|header=Header
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
}}
6bca25054f3fc2f41cf5305035c549eea6134e3a
29
28
2023-04-13T17:33:27Z
Admin
1
1 revision imported
wikitext
text/x-wiki
== About this template ==
;Description
<templatedata>
{
"params": {
"header": {
"label": "Header",
"description": "The card header (the uppermost element).",
"type": "string",
"suggested": true
},
"image": {
"label": "Image",
"description": "The card image (below the header, if the latter is present, otherwise the uppermost element).",
"type": "string",
"suggested": true
},
"target": {
"label": "Image link",
"description": "Alternative link target for the image. If omitted, the link will open the file itself.",
"type": "string",
"suggested": true
},
"tagline": {
"label": "Tagline",
"description": "The text element preceeding the title.",
"type": "string",
"suggested": true
},
"title": {
"label": "Title",
"description": "In card heading.",
"type": "string",
"suggested": true
},
"content": {
"label": "Content",
"description": "Card content body.",
"type": "unbalanced-wikitext",
"suggested": true
},
"footer": {
"label": "Footer",
"description": "The card footer.",
"type": "unbalanced-wikitext",
"suggested": true
}
},
"paramOrder": [
"header",
"image",
"target",
"tagline",
"title",
"content",
"footer"
],
"description": "Creates a card like navigational element."
}
</templatedata>
== Examples ==
<pre>
{{Card
|header=Header
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
|footer=Footer
}}
{{Card
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
}}
{{Card
|header=Header
|title=Link to main page
|tagline=Home
|content=Content content content
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card
|header=Header
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
}}
</pre>
{{Card
|header=Header
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
|footer=Footer
}}
{{Card
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
}}
{{Card
|header=Header
|title=Link to main page
|tagline=Home
|content=Content content content
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card
|header=Header
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
}}
6bca25054f3fc2f41cf5305035c549eea6134e3a
Template:Notitle
10
24
156
36
2023-03-21T18:41:30Z
gamevault>Gamevault
0
1 revision imported
wikitext
text/x-wiki
<includeonly>{{#widget:Notitle}}</includeonly><noinclude>
;Description
:Hides page title.
;Usage
<pre>
{{notitle}}
</pre>
</noinclude>
0bc3ebcf591d990688a54dbb08df6104f1612028
37
36
2023-04-13T17:33:28Z
Admin
1
1 revision imported
wikitext
text/x-wiki
<includeonly>{{#widget:Notitle}}</includeonly><noinclude>
;Description
:Hides page title.
;Usage
<pre>
{{notitle}}
</pre>
</noinclude>
0bc3ebcf591d990688a54dbb08df6104f1612028
Template:Template doc
10
29
160
46
2023-03-21T18:41:31Z
gamevault>Gamevault
0
1 revision imported
wikitext
text/x-wiki
{{:{{FULLPAGENAME}}/doc}}
7a00c240e24c0b8b1d3af6d5623a64bad7a68cdc
47
46
2023-04-13T17:33:28Z
Admin
1
1 revision imported
wikitext
text/x-wiki
{{:{{FULLPAGENAME}}/doc}}
7a00c240e24c0b8b1d3af6d5623a64bad7a68cdc
Template:Template doc/doc
10
30
162
48
2023-03-21T18:41:31Z
gamevault>Gamevault
0
1 revision imported
wikitext
text/x-wiki
Template documentation.
666cdca6560167a715f0de9396df882b64c51b53
49
48
2023-04-13T17:33:29Z
Admin
1
1 revision imported
wikitext
text/x-wiki
Template documentation.
666cdca6560167a715f0de9396df882b64c51b53
Property:Icon
102
95
202
2023-03-21T22:27:03Z
gamevault>Gamevault
0
Created page with "[[Has type::Page]]"
wikitext
text/x-wiki
[[Has type::Page]]
666e6688ce789d9cde9da0be0dc012492a201d15
MediaWiki:Common.css
8
34
58
2023-03-31T04:47:50Z
gamevault>Wikivisor1
0
css
text/css
/* CSS placed here will be applied to all skins */
/* Game Banner */
.page-game-banner {
background-image: url(/w/images/f/f7/Test_wiki_background.jpg);
}
/* Site Subtitle */
#siteSub {
display: none;
}
/* Game Menu Icons */
#n-Reviews a::after {
background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/rate_review.svg);
}
#n-Guides a::after {
background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/export_contacts.svg);
}
#n-News a::after {
background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/offline_bolt.svg);
}
.skin-citizen-dark #n-Reviews a::after,
.skin-citizen-dark #n-Guides a::after,
.skin-citizen-dark #n-News a::after {
filter: invert(1);
}
/* SimpleBatchUpload Dropzone */
.fileinput-button {
display: flex !important;
justify-content: center;
align-items: center;
background: var(--color-surface-2--active) !important;
color: var(--color-base--emphasized) !important;
border-radius: 0 !important;
margin-right: -6px;
border-color: var(--color-primary) !important;
font-size: 20px !important;
cursor: pointer !important;
}
/* Icon Tile styles */
.tile-icon.green {
background: #acf2b1;
}
.tile-icon.yellow{
background: #e6e340;
}
.tile-icon.blue {
background: #9fc9ff;
}
.tile-icon.violet {
background: #ddb1ea;
}
.tile-icon.black {
background: #00000;
}
.tile-icon.while {
background: #fffff;
}
.tile-icon.gray {
background: #c0c0c0;
}
.tile-icon.orange {
background: #eb984e;
}
.tile-icon.red{
background: #f1948a;
}
.mw-logo.citizen-drawer__logo {
display: flex;
align-items: center;
}
.mw-logo.citizen-drawer__logo::after {
content: ' ';
display: inline-block;
border-bottom: 2px solid var(--color-base);
border-right: 2px solid var(--color-base);
height: 6px;
width: 6px;
transform: rotate(45deg);
margin: 0 7px;
}
.citizen-drawer__button {
width: 70px;
}
ecda4ab5c62565855c8bae3859cb1a5ef2cad8c2
59
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2023-04-13T17:33:30Z
Admin
1
1 revision imported
css
text/css
/* CSS placed here will be applied to all skins */
/* Game Banner */
.page-game-banner {
background-image: url(/w/images/f/f7/Test_wiki_background.jpg);
}
/* Site Subtitle */
#siteSub {
display: none;
}
/* Game Menu Icons */
#n-Reviews a::after {
background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/rate_review.svg);
}
#n-Guides a::after {
background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/export_contacts.svg);
}
#n-News a::after {
background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/offline_bolt.svg);
}
.skin-citizen-dark #n-Reviews a::after,
.skin-citizen-dark #n-Guides a::after,
.skin-citizen-dark #n-News a::after {
filter: invert(1);
}
/* SimpleBatchUpload Dropzone */
.fileinput-button {
display: flex !important;
justify-content: center;
align-items: center;
background: var(--color-surface-2--active) !important;
color: var(--color-base--emphasized) !important;
border-radius: 0 !important;
margin-right: -6px;
border-color: var(--color-primary) !important;
font-size: 20px !important;
cursor: pointer !important;
}
/* Icon Tile styles */
.tile-icon.green {
background: #acf2b1;
}
.tile-icon.yellow{
background: #e6e340;
}
.tile-icon.blue {
background: #9fc9ff;
}
.tile-icon.violet {
background: #ddb1ea;
}
.tile-icon.black {
background: #00000;
}
.tile-icon.while {
background: #fffff;
}
.tile-icon.gray {
background: #c0c0c0;
}
.tile-icon.orange {
background: #eb984e;
}
.tile-icon.red{
background: #f1948a;
}
.mw-logo.citizen-drawer__logo {
display: flex;
align-items: center;
}
.mw-logo.citizen-drawer__logo::after {
content: ' ';
display: inline-block;
border-bottom: 2px solid var(--color-base);
border-right: 2px solid var(--color-base);
height: 6px;
width: 6px;
transform: rotate(45deg);
margin: 0 7px;
}
.citizen-drawer__button {
width: 70px;
}
ecda4ab5c62565855c8bae3859cb1a5ef2cad8c2
MediaWiki:Sidebar
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gamevault>Wikivisor1
0
wikitext
text/x-wiki
* navigation
** mainpage|mainpage-description
** recentchanges-url|recentchanges
** randompage-url|randompage
* Community
** Listen:Contents|News
** Guide:Contents|Guides
* SEARCH
* TOOLBOX
* LANGUAGES
1807bf9cf1909ec9dd99f91e567b4402739e8258
Template:Tag
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gamevault>Gamevault
0
wikitext
text/x-wiki
<includeonly>{{#set:property={{{1}}}}}{{twi|{{{1}}}}}</includeonly>
<noinclude>
Tag template is used in order to combine [[Template:Twi|Text with Icon]] template with specific property tag.
You can copy or change it to fit your game.
For example if you want to tag a weapon that hero uses, but at the same time you want to use Text with icon on it, and you have a lot of those kind of things on your wiki you can change it as follows:
<pre>
go to yourgame.game-vault.net/wiki/Template:Weapon
Create a template
{{#set:weapon={{{1}}}}}{{twi|{{{1}}}}}
And name it {{weapon}}
</pre>
Then on each hero page you can use
<pre>
{{weapon|Staff}}
</pre>
To mark that the hero uses this weapon and later on make a list of heroes using Staff automatically, instead of manually gathering info.
Other example might be weapon page that have different attributes you want to use as properties, for example Element, type, rarity and so on.
You can use properties to make smart lists using Semantic Media Wiki.
15247088fd96517b4a90ba744b051ba0cd8f4489
Template:Template with image
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gamevault>Gamevault
0
wikitext
text/x-wiki
<includeonly><span style="display:inline; white-space: nowrap;"><!--
-->{{#if: {{#show:{{{1}}}|?icon}}
|[[image:{{PAGENAME:{{#show:{{{1}}}|?icon|link=none}}}}|link={{{1}}}|24px|class=mr-35]]
|
}}[[{{{1}}}]]</span></includeonly><noinclude>
This is a simple template to allow related Icons to be placed next to the Page links.
In order to use it simply use code
<pre>
{{twi|Name}}
</pre>
To make an icon and a link to the page.
For example here is what you get for Coins:
{{twi|Coins}}
In order to assign an Icon to specific Page you will need to assign an image to the page as an icon.
Go to the required page and add a code:
<pre>
{{#set: icon=File:coins black.png}}
</pre>
After this you can use twi template to call that icon next to the page link.
</noinclude>
6169951eba95efcafd231e0773cf11dbbc48f7b8
MediaWiki:Gamename
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gamevault>Wikivisor
0
Created page with "AFK Arena"
wikitext
text/x-wiki
AFK Arena
0044969dcc7eef43f33aa6ad253348c1f80fe4a2
Template:GAMENAME
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2023-04-05T10:56:32Z
gamevault>Wikivisor
0
Created page with "{{int:Gamename}}"
wikitext
text/x-wiki
{{int:Gamename}}
274b5b31eb71f7c8b9082aed1f62c257efc9d251
Template:Welcome
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2023-04-13T14:54:19Z
gamevault>Wikivisor1
0
wikitext
text/x-wiki
== Hello, {{#if:{{{realName}}}|{{{realName}}}|{{{name}}}}} ==
Thank you for joining {{SITENAME}} community. Let's make it stunning!
Before you start editing please set your local [[Special:Preferences|preferences]] and read our docs:
* Community Code
* Join Discord
* Help for editors
dcfb99362694836302d0a8797af4c3c45edcda84
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2023-04-13T15:04:29Z
gamevault>Wikivisor
0
wikitext
text/x-wiki
== Hello, {{#if:{{{realName}}}|{{{realName}}}|{{{name}}}}} ==
Thank you for joining {{SITENAME}} community. Let's make it stunning!
If you wish to start contributing to wiki and editing please read some basic instructions below:
For simple edits, like adding or editing text you are good to go, just use common sense.
Although if you would like to create new pages or even create a new wiki for another game, make Guides and Articles you will need to learn few things, so all the website will follow the same style.
If you are unfamiliar with wiki editing you can start by reading through [[gamevault:Help:Guide_Editing|Beginners Guide]] (Link main page where they will be located) articles, there you will learn basic things, how to make things faster, better and easier.
Before you start editing your please set your [[gamevault:Special:Preferences|main]] or [[Special:Preferences|local]] account preferences and read our docs:
* [[gamevault:Help:Style Guide|Style Guide]]
* [https://discord.gg/M8zwESBpdA Join Discord]
c91384485e566919294ec06c3e730a2219dc6e89
51
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2023-04-13T17:33:29Z
Admin
1
1 revision imported
wikitext
text/x-wiki
== Hello, {{#if:{{{realName}}}|{{{realName}}}|{{{name}}}}} ==
Thank you for joining {{SITENAME}} community. Let's make it stunning!
Before you start editing please set your local [[Special:Preferences|preferences]] and read our docs:
* Community Code
* Join Discord
* Help for editors
dcfb99362694836302d0a8797af4c3c45edcda84
User talk:Admin
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Admin
1
Admin moved page [[User talk:Wikivisor]] to [[User talk:Admin]]: Automatically moved page while merging the account "Wikivisor" to "[[User:Admin|Admin]]"
wikitext
text/x-wiki
{{Template:Welcome|realName=|name=Wikivisor}}
-- [[User:New user message|New user message]] ([[User talk:New user message|talk]]) 23:37, 26 August 2022 (UTC)
801f5ed35d8d8d0a676bd0cda2747acacf602c3a
Widget:A
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Admin
1
1 revision imported
wikitext
text/x-wiki
<a href="<!--{$target}-->"><!--{$content}--></a>
c8b02f4731ea4fc04a1fbb96b64a460e229ec21d
Widget:Notitle
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Admin
1
1 revision imported
wikitext
text/x-wiki
<style>
h1#firstHeading {
display: none !important;
}
</style>
e72aabb399c4df3df0cd08fb21c5d31559dbe846
Template:Pl
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Admin
1
1 revision imported
wikitext
text/x-wiki
#REDIRECT: [[Template:Protection_level]]
75697ab35570a1f2189141c6c722eaf0bc9feda0
Template:Protection level
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Admin
1
1 revision imported
wikitext
text/x-wiki
<includeonly><!--
-->{{#switch: {{{1|}}}
|vault-owner =<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner|+sep=,
}}
|vault-farmer =<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer|+sep=,
}}
|vault-founder=<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer,vault-founder|+sep=,
}}
|vault-master =<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer,vault-founder,sysop|+sep=,
}}
|vault-keeper =<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer,vault-founder,sysop,vault-keeper|+sep=,
}}
|#default =
}}
{{#switch: {{{1|}}}
|vault-owner
|vault-farmer
|vault-founder
|vault-master
|vault-keeper=<div id="vault-protection-badge" title="Vault content protection enabled. The page is editable by user roles '{{{1|}}}' and higher.">
<div class="vault-protection-badge-icon"></div>
<div class="vault-protection-badge-level">'''{{#switch: {{{1|}}}
|vault-owner =Vault Owners
|vault-farmer =Vault Farmers
|vault-founder=Vault Wiki Founders
|vault-master =Vault Masters
|vault-keeper =Vault Keepers
}}'''</div>
</div>
}}</includeonly><noinclude><!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer|+sep=,
}}
<templatedata>
{
"params": {
"1": {
"aliases": [
"Level"
],
"label": "Level",
"description": "Label of the minimal user group allowed to edit the page.",
"example": "vault-master",
"type": "string",
"required": true,
"suggested": true
}
},
"description": "Sets edit permissions levels and displays a badge in the page footer."
}
</templatedata>
== Protection levels ==
:<code>vault-owner</code>
:Project owners. Highest protection level.
::<code>vault-farmer</code>
::Wiki farm administrators.
:::<code>vault-founder</code>
:::Wiki founders.
::::<code>vault-master</code>
::::Wiki administrators (sysops).
:::::<code>vault-keeper</code>
:::::Content moderators. Lowest protection level.
::::::<code>user</code>
::::::Unprotected pages can be edited by autoconfirmed users (users registered at least 24h ago).
</noinclude>
a69954afc129f7b7c096cf5b74444ba65639a482
MediaWiki:Citizen.css
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2023-04-13T17:33:30Z
Admin
1
1 revision imported
css
text/css
/* All CSS here will be loaded for users of the Citizen skin */
.notloggedin .mw-editsection {
display: none;
}
.game-vault.navbar,
.game-vault.navbar > ul {
display: flex;
align-items: center;
}
.game-vault.navbar > ul {
margin: 0;
list-style: none;
}
.citizen-body h1, .citizen-body h2 {
margin-top: 2.8rem;
}
#pagehistory li {
padding: 0.5rem;
}
.citizen-header__button {
margin-right: .5rem;
}
#citizen-personalMenu__buttonCheckbox {
margin-bottom: 0;
}
.citizen-drawer__logo img {
height: 40px !important;
}
.citizen-drawer__header {
padding: calc(var(--size-button--header) + .75rem) var(--padding-page) 0.8rem;
}
#page-actions-more__card a {
white-space: nowrap;
}
.game-vault.navbar {
top: 0;
height: 50px;
background: #1a252d;
z-index: 1;
display: flex;
align-items: center;
padding: 0 1rem;
color: #979c9f;
}
.citizen-header {
top: 0;
position: sticky;
}
.citizen-header::before {
-webkit-mask-image: linear-gradient(180deg,#000,#000,transparent);
mask-image: linear-gradient(180deg,#000,#000, transparent);
}
.toc {
top: calc(var(--height-header) + 1.2rem + 50px);
}
.ve-ui-toolbar {
position: sticky;
top: 0;
z-index: 100;
}
.mw-body, .parsoid-body {
margin-top: 0;
}
#mw-indicator-smw-entity-examiner {
display: none !important;
}
@media screen and ( max-width: 768px ){
#citizen-personalMenu__card {
margin-top: 2.5rem;
}
}
.mw-empty-elt {
display: none;
}
.wikiEditor-ui-toolbar {
z-index: 4;
}
#vault-protection-badge {
display: none;
align-items: center;
gap: .5rem;
}
.last-modified-bar #vault-protection-badge {
display: flex;
}
.vault-protection-badge-icon {
filter: invert(.65);
}
.vault-protection-badge-icon::before {
content: '';
width: 20px;
height: 20px;
display: inline-block;
background-image: url(/w/load.php?modules=skins.citizen.icons.ca&image=protect&format=rasterized&skin=citizen&version=v0py6);
background-image: linear-gradient(transparent,transparent),url("data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%2220%22 height=%2220%22 viewBox=%220 0 20 20%22%3E%3Ctitle%3E lock %3C/title%3E%3Cg fill=%22%23000%22%3E %3Cpath d=%22M16.07 8H15V5s0-5-5-5-5 5-5 5v3H3.93A1.93 1.93 0 0 0 2 9.93v8.15A1.93 1.93 0 0 0 3.93 20h12.14A1.93 1.93 0 0 0 18 18.07V9.93A1.93 1.93 0 0 0 16.07 8zM10 16a2 2 0 1 1 2-2 2 2 0 0 1-2 2zm3-8H7V5.5C7 4 7 2 10 2s3 2 3 3.5z%22/%3E %3C/g%3E%3C/svg%3E");
}
.last-modified-bar-text {
padding-right: 1rem;
}
.collapsible-header::before {
margin-right: 1px;
margin-bottom: -3px;
}
7491d737cf1b8258cc6eca8f0ce95060e84f9fb6
MediaWiki:Citizen.js
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Admin
1
1 revision imported
javascript
text/javascript
/* All JavaScript here will be loaded for users of the Citizen skin */
mw.loader.using( [ 'mediawiki.util' ] ).done( function() {
/* Trigger search box when click on the fake search button on main page */
if ( mw.config.get( 'wgPageName' ) === 'Main_Page' ) {
var elt = document.getElementById( 'skin-citizen-search-trigger' );
if(elt){
document.getElementById( 'skin-citizen-search-trigger' ).addEventListener( 'click', function() {
var event = new Event( 'input', { bubbles: true, composed: true } ),
checkbox = document.getElementById( 'citizen-search__checkbox' );
checkbox.checked = true;
checkbox.dispatchEvent( event );
} );
}
}
var pl = document.getElementById( 'vault-protection-badge' );
if(pl){
$('.last-modified-bar-content').append(pl);
}
} );
48daf1b17527b590f337fb25497a46f70da33d36
MediaWiki:Common.js
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Admin
1
1 revision imported
javascript
text/javascript
/* Any JavaScript here will be loaded for all users on every page load. */
7850587e5c59a0259c9c96f81797dcf059b3cac9
MediaWiki:Group-sysop
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Admin
1
1 revision imported
wikitext
text/x-wiki
Vault Masters
82b6a53518ec0768f2e478a9a250406ac88881a9
MediaWiki:Group-sysop-member
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Admin
1
1 revision imported
wikitext
text/x-wiki
{{GENDER:$1|vault master}}
861f7107e51b6523e4cf374d81fbcde08315ced4
MediaWiki:Group-vault-farmer
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Admin
1
1 revision imported
wikitext
text/x-wiki
Vault Farm Admins
e485999ddfc9cfc856158533f6ddcd892009063e
MediaWiki:Group-vault-farmer-member
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Admin
1
1 revision imported
wikitext
text/x-wiki
{{GENDER:$1|vault farm admin}}
cb18406344d2d8fbe948b402eea1060b1752b48c
MediaWiki:Group-vault-founder
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Admin
1
1 revision imported
wikitext
text/x-wiki
Vault Wiki Founders
5a1ccf6a2432fe424aa84bbf21c4ce6a9a7841c0
MediaWiki:Group-vault-founder-member
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Admin
1
1 revision imported
wikitext
text/x-wiki
{{GENDER:$1|vault wiki founder}}
aa053a8aa14e7af5909c370217544260bc6b1472
MediaWiki:Group-vault-keeper
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Admin
1
1 revision imported
wikitext
text/x-wiki
Vault Keepers
88f531d017e792a4caa3c70d10ea8816b7570f04
MediaWiki:Group-vault-keeper-member
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Admin
1
1 revision imported
wikitext
text/x-wiki
{{GENDER:$1|vault keeper}}
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MediaWiki:Group-vault-owner
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Admin
1
1 revision imported
wikitext
text/x-wiki
Vault Owners
7ff4a8fb4dbb47f0aa7dbadde9af5ab7542699fe
MediaWiki:Group-vault-owner-member
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Admin
1
1 revision imported
wikitext
text/x-wiki
{{GENDER:$1|vault owner}}
1252df7d05a6e75cae2733a8178dde14166aa929
MediaWiki:Group-vault-seeker
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Admin
1
1 revision imported
wikitext
text/x-wiki
Vault Knowledge Seekers
fbac505201196c188fdc95d0a3d965a0a3fe89c8
MediaWiki:Group-vault-seeker-member
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Admin
1
1 revision imported
wikitext
text/x-wiki
{{GENDER:$1|vault knowledge seeker}}
5a7cb3969e9289efa7df2eb3afb2dfd5165c93a0
MediaWiki:Grouppage-sysop
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{{ns:project}}:Vault Masters
261340af4d56510b195254968fe6e43b46a6e207
MediaWiki:Grouppage-vault-farmer
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{{ns:project}}:Vault Farm Admins
717dab4a405e58ce9c053cf4672a7d43335ab1cc
MediaWiki:Grouppage-vault-founder
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{{ns:project}}:Vault Wiki Founders
68955d2134126f308d32e2a2f42185a8c5e6b57c
MediaWiki:Grouppage-vault-keeper
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{{ns:project}}:Vault Keepers
f6f7cc617e6a356bf7ebb67b44037ef5b4dbf30d
MediaWiki:Grouppage-vault-owner
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{{ns:project}}:Vault Owners
04bea8859ecd8be2a32751d984725a9f6da0200f
MediaWiki:Grouppage-vault-seeker
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{{ns:project}}:Vault Knowledge Seekers
f040922410830c97ff8d9dad9282e0c048f85872
MediaWiki:Hf-footer-Main Page
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da39a3ee5e6b4b0d3255bfef95601890afd80709
MediaWiki:Hf-nsfooter-
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<div class="close"><span>×</span></div>
<div class="stream-channel-wrapper">
<div class="stream-channel-video">{{int: stream-channel}}</div>
<div class="stream-channel-text">{{int: stream-channel-text}}</div>
</div>
dc91d92a1180167be30ee8ba8e11963886a92706
MediaWiki:Hf-nsheader-
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;Google Ads in the sidebar
<div class="google-ads-v">
</div>
[https://www.ldplayer.net/?n=44752556#utm_source=aff&utm_medium=aff&utm_campaign=aff44752556 Play AFK Arena on PC/MAC]
4e31ee6e7316c9526544e132a2a9b4a562ee2167
MediaWiki:Login-sso
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Sign in with Game-Vault account
ad9073d5163464e843617431f87176fb5406d7d5
MediaWiki:Newusermessage-editor
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{{SITENAME}}
3879910e8b355a24373fd09ccc909145b2639907
MediaWiki:Sidebar
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* navigation
** mainpage|mainpage-description
** recentchanges-url|recentchanges
** randompage-url|randompage
* Community
** Listen:Contents|News
** Guide:Contents|Guides
* SEARCH
* TOOLBOX
* LANGUAGES
1807bf9cf1909ec9dd99f91e567b4402739e8258
MediaWiki:Siteslogan
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Best Wiki and Guides in Esperia
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MediaWiki:Stream-channel
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{{#evt: service=youtube
|id=https://www.youtube.com/watch?v=AeoXmkTXV4w
|alignment=left
|dimensions=280
}}
4c056903481ee3a0685be759726c66baf5aa8116
MediaWiki:Stream-channel-text
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<div class="stream-channel-header"><span class="title">This Video is important</span><span class="sponsored">sponsor</span></div>
<div class="stream-channel-body">
But should disappear if its closed and be at the bottom of the website
</div>
03fb619568fc491c543c50693407237b9280c9b8
Project:Vault Masters
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{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer,vault-founder,sysop|+sep=,
}}
a9054d6cc216a4e156402f4abb7f8c0af7236199
Template:Card
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<includeonly>
<div class="game-vault-card"><!--
-->{{#if: {{{header|}}} |<div class="game-vault-card-header">{{{header|}}}</div>}}<!--
-->{{#if: {{{image|}}} |<div class="game-vault-card-image {{#if: {{{header|}}}|with-header}}">[[File:{{PAGENAME:{{{image|}}}}}|class=img-fluid|link={{fullurl:{{{target|}}}}}]]</div>}}<!--
--><div class="game-vault-card-body"><!--
--><div><!--
-->{{#if: {{{tagline|}}} |<div class="game-vault-card-body-tagline">{{{tagline|}}}</div>}}<!--
-->{{#if: {{{title|}}} |<div class="game-vault-card-body-title">{{{title|}}}</div>}}<!--
--></div><!--
-->{{#if: {{{content|}}} |<div class="game-vault-card-body-text">
{{{content|}}}
</div>}}<!--
--></div><!--
-->{{#if: {{{footer|}}} |<div class="game-vault-card-footer">{{{footer|}}}</div>}}
</div></includeonly><noinclude>
{{template doc}}
</noinclude>
88474197e033c36880e5742eaefbaf080446a8ba
Template:Card-half
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<includeonly>
<div class="game-vault-card-half"><!--
-->{{#if: {{{image|}}} |<div class="game-vault-card-image">[[File:{{PAGENAME:{{{image|}}}}}|class=img-fluid|link={{{target|}}}]]</div>}}<!--
--><div class="game-vault-card-body"><!--
--><div><!--
--><div class="game-vault-card-body-title">{{#ifeq:{{#sub:{{{target|}}}|0|4}}|http|[{{{target|}}} {{{title|}}}]|[[{{{target|}}}|{{{title|}}}]]}}</div><!--
--></div><!--
--></div>
</div></includeonly><noinclude>
{{template doc}}
</noinclude>
e31b6eccd54bcd4dfdcd6e6fb3c084c188dff696
Template:Card-half/doc
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== About this template ==
;Description
<templatedata>
{
"params": {
"image": {
"label": "Image",
"description": "The card image (below the header, if the latter is present, otherwise the uppermost element).",
"type": "string",
"suggested": true
},
"target": {
"label": "Image link",
"description": "Alternative link target for the image.",
"type": "string",
"suggested": true,
"required": true
},
"title": {
"label": "Title",
"description": "In card heading.",
"type": "string",
"suggested": true,
"required": true
}
},
"paramOrder": [
"image",
"target",
"title"
],
"description": "Creates a card like navigational element.",
"format": "inline"
}
</templatedata>
== Examples ==
<pre>
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Link to main page
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
</pre>
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Link to main page
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Heroes
|image=Test-image-preview.jpg
|target=Heroes
}}
b4d3ba25dd430e648636ed462d3c4ec33fa23aad
Template:Card/doc
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== About this template ==
;Description
<templatedata>
{
"params": {
"header": {
"label": "Header",
"description": "The card header (the uppermost element).",
"type": "string",
"suggested": true
},
"image": {
"label": "Image",
"description": "The card image (below the header, if the latter is present, otherwise the uppermost element).",
"type": "string",
"suggested": true
},
"target": {
"label": "Image link",
"description": "Alternative link target for the image. If omitted, the link will open the file itself.",
"type": "string",
"suggested": true
},
"tagline": {
"label": "Tagline",
"description": "The text element preceeding the title.",
"type": "string",
"suggested": true
},
"title": {
"label": "Title",
"description": "In card heading.",
"type": "string",
"suggested": true
},
"content": {
"label": "Content",
"description": "Card content body.",
"type": "unbalanced-wikitext",
"suggested": true
},
"footer": {
"label": "Footer",
"description": "The card footer.",
"type": "unbalanced-wikitext",
"suggested": true
}
},
"paramOrder": [
"header",
"image",
"target",
"tagline",
"title",
"content",
"footer"
],
"description": "Creates a card like navigational element."
}
</templatedata>
== Examples ==
<pre>
{{Card
|header=Header
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
|footer=Footer
}}
{{Card
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
}}
{{Card
|header=Header
|title=Link to main page
|tagline=Home
|content=Content content content
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card
|header=Header
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
}}
</pre>
{{Card
|header=Header
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
|footer=Footer
}}
{{Card
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
}}
{{Card
|header=Header
|title=Link to main page
|tagline=Home
|content=Content content content
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card
|header=Header
|title=Title
|tagline=Tagline
|content=Content content content
|image=Test-image-preview.jpg
}}
6bca25054f3fc2f41cf5305035c549eea6134e3a
Template:GAMENAME
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text/x-wiki
{{int:Gamename}}
274b5b31eb71f7c8b9082aed1f62c257efc9d251
Template:Icon-tiles
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<includeonly><ul class="tile-icons">
{{#if:{{{icon1|}}}
|<li class="tile-item">
<div class="tile-icon {{{class1|}}}">[[image:{{PAGENAME:{{{icon1|}}} }}|36px|link={{{target1|}}}]]</div><!--
-->[[{{{target1|}}}|<span class="tile-caption">{{{caption1|{{{target1|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon2|}}}
|<li class="tile-item">
<div class="tile-icon {{{class2|}}}">[[image:{{PAGENAME:{{{icon2|}}} }}|36px|link={{{target2|}}}]]</div><!--
-->[[{{{target2|}}}|<span class="tile-caption">{{{caption2|{{{target2|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon3|}}}
|<li class="tile-item">
<div class="tile-icon {{{class3|}}}">[[image:{{PAGENAME:{{{icon3|}}} }}|36px|link={{{target3|}}}]]</div><!--
-->[[{{{target3|}}}|<span class="tile-caption">{{{caption3|{{{target3|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon4|}}}
|<li class="tile-item">
<div class="tile-icon {{{class4|}}}">[[image:{{PAGENAME:{{{icon4|}}} }}|36px|link={{{target4|}}}]]</div><!--
-->[[{{{target4|}}}|<span class="tile-caption">{{{caption4|{{{target4|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon5|}}}
|<li class="tile-item">
<div class="tile-icon {{{class5|}}}">[[image:{{PAGENAME:{{{icon5|}}} }}|36px|link={{{target5|}}}]]</div><!--
-->[[{{{target5|}}}|<span class="tile-caption">{{{caption5|{{{target5|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon6|}}}
|<li class="tile-item">
<div class="tile-icon {{{class6|}}}">[[image:{{PAGENAME:{{{icon6|}}} }}|36px|link={{{target6|}}}]]</div><!--
-->[[{{{target6|}}}|<span class="tile-caption">{{{caption6|{{{target6|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon7|}}}
|<li class="tile-item">
<div class="tile-icon {{{class7|}}}">[[image:{{PAGENAME:{{{icon7|}}} }}|36px|link={{{target7|}}}]]</div><!--
-->[[{{{target7|}}}|<span class="tile-caption">{{{caption7|{{{target7|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon8|}}}
|<li class="tile-item">
<div class="tile-icon {{{class8|}}}">[[image:{{PAGENAME:{{{icon8|}}} }}|36px|link={{{target8|}}}]]</div><!--
-->[[{{{target8|}}}|<span class="tile-caption">{{{caption8|{{{target8|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon9|}}}
|<li class="tile-item">
<div class="tile-icon {{{class9|}}}">[[image:{{PAGENAME:{{{icon9|}}} }}|36px|link={{{target9|}}}]]</div><!--
-->[[{{{target9|}}}|<span class="tile-caption">{{{caption9|{{{target9|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon10|}}}
|<li class="tile-item">
<div class="tile-icon {{{class10|}}}">[[image:{{PAGENAME:{{{icon10|}}} }}|36px|link={{{target10|}}}]]</div><!--
-->[[{{{target10|}}}|<span class="tile-caption">{{{caption10|{{{target10|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon11|}}}
|<li class="tile-item">
<div class="tile-icon {{{class11|}}}">[[image:{{PAGENAME:{{{icon11|}}} }}|36px|link={{{target11|}}}]]</div><!--
-->[[{{{target11|}}}|<span class="tile-caption">{{{caption11|{{{target11|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon12|}}}
|<li class="tile-item">
<div class="tile-icon {{{class12|}}}">[[image:{{PAGENAME:{{{icon12|}}} }}|36px|link={{{target12|}}}]]</div><!--
-->[[{{{target12|}}}|<span class="tile-caption">{{{caption12|{{{target12|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon13|}}}
|<li class="tile-item">
<div class="tile-icon {{{class13|}}}">[[image:{{PAGENAME:{{{icon13|}}} }}|36px|link={{{target13|}}}]]</div><!--
-->[[{{{target13|}}}|<span class="tile-caption">{{{caption13|{{{target13|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon14|}}}
|<li class="tile-item">
<div class="tile-icon {{{class14|}}}">[[image:{{PAGENAME:{{{icon14|}}} }}|36px|link={{{target14|}}}]]</div><!--
-->[[{{{target14|}}}|<span class="tile-caption">{{{caption14|{{{target14|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon15|}}}
|<li class="tile-item">
<div class="tile-icon {{{class15|}}}">[[image:{{PAGENAME:{{{icon15|}}} }}|36px|link={{{target15|}}}]]</div><!--
-->[[{{{target15|}}}|<span class="tile-caption">{{{caption15|{{{target15|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon16|}}}
|<li class="tile-item">
<div class="tile-icon {{{class16|}}}">[[image:{{PAGENAME:{{{icon16|}}} }}|36px|link={{{target16|}}}]]</div><!--
-->[[{{{target16|}}}|<span class="tile-caption">{{{caption16|{{{target16|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon17|}}}
|<li class="tile-item">
<div class="tile-icon {{{class17|}}}">[[image:{{PAGENAME:{{{icon17|}}} }}|36px|link={{{target17|}}}]]</div><!--
-->[[{{{target17|}}}|<span class="tile-caption">{{{caption17|{{{target17|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon18|}}}
|<li class="tile-item">
<div class="tile-icon {{{class18|}}}">[[image:{{PAGENAME:{{{icon18|}}} }}|36px|link={{{target18|}}}]]</div><!--
-->[[{{{target18|}}}|<span class="tile-caption">{{{caption18|{{{target18|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon19|}}}
|<li class="tile-item">
<div class="tile-icon {{{class19|}}}">[[image:{{PAGENAME:{{{icon19|}}} }}|36px|link={{{target19|}}}]]</div><!--
-->[[{{{target19|}}}|<span class="tile-caption">{{{caption19|{{{target19|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon20|}}}
|<li class="tile-item">
<div class="tile-icon {{{class20|}}}">[[image:{{PAGENAME:{{{icon20|}}} }}|36px|link={{{target20|}}}]]</div><!--
-->[[{{{target20|}}}|<span class="tile-caption">{{{caption20|{{{target20|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon21|}}}
|<li class="tile-item">
<div class="tile-icon {{{class21|}}}">[[image:{{PAGENAME:{{{icon21|}}} }}|36px|link={{{target21|}}}]]</div><!--
-->[[{{{target21|}}}|<span class="tile-caption">{{{caption21|{{{target21|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon22|}}}
|<li class="tile-item">
<div class="tile-icon {{{class22|}}}">[[image:{{PAGENAME:{{{icon22|}}} }}|36px|link={{{target22|}}}]]</div><!--
-->[[{{{target22|}}}|<span class="tile-caption">{{{caption22|{{{target22|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon23|}}}
|<li class="tile-item">
<div class="tile-icon {{{class23|}}}">[[image:{{PAGENAME:{{{icon23|}}} }}|36px|link={{{target23|}}}]]</div><!--
-->[[{{{target23|}}}|<span class="tile-caption">{{{caption23|{{{target23|}}} }}}</span>]]
</li>
}}<!--
-->{{#if:{{{icon24|}}}
|<li class="tile-item">
<div class="tile-icon {{{class24|}}}">[[image:{{PAGENAME:{{{icon24|}}} }}|36px|link={{{target24|}}}]]</div><!--
-->[[{{{target24|}}}|<span class="tile-caption">{{{caption24|{{{target24|}}} }}}</span>]]
</li>
}}
</ul></includeonly><noinclude>
{{template doc}}
</noinclude>
cb4b2eb6136dae5ef5c5518a456774d85fc792f4
Template:Icon-tiles/doc
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Admin
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wikitext
text/x-wiki
<includeonly><pre>
{{icon-tiles
|icon1 = Uploaded file name, eg. Talismane.png
|class1 = The name of CSS class to color icon background
|target1 = The name of page to link the tile to
|caption1 = The text besides the icon
...
}}
</pre>
</includeonly>
<templatedata>
{
"params": {
"icon1": {
"type": "string",
"required": true,
"suggested": true
},
"class1": {
"type": "string",
"suggested": true
},
"target1": {
"type": "wiki-page-name",
"required": true,
"suggested": true
},
"caption1": {
"type": "string",
"suggested": true
},
"icon2": {
"type": "string"
},
"class2": {
"type": "string"
},
"target2": {
"type": "wiki-page-name"
},
"caption2": {
"type": "string"
},
"icon3": {
"type": "string"
},
"class3": {
"type": "string"
},
"target3": {
"type": "wiki-page-name"
},
"caption3": {
"type": "string"
},
"icon4": {
"type": "string"
},
"class4": {
"type": "string"
},
"target4": {
"type": "wiki-page-name"
},
"caption4": {
"type": "string"
},
"icon5": {
"type": "string"
},
"class5": {
"type": "string"
},
"target5": {
"type": "wiki-page-name"
},
"caption5": {
"type": "string"
},
"icon6": {
"type": "string"
},
"class6": {
"type": "string"
},
"target6": {
"type": "wiki-page-name"
},
"caption6": {
"type": "string"
},
"icon7": {
"type": "string"
},
"class7": {
"type": "string"
},
"target7": {
"type": "wiki-page-name"
},
"caption7": {
"type": "string"
},
"icon8": {
"type": "string"
},
"class8": {
"type": "string"
},
"target8": {
"type": "wiki-page-name"
},
"caption8": {
"type": "string"
},
"icon9": {
"type": "string"
},
"class9": {
"type": "string"
},
"target9": {
"type": "wiki-page-name"
},
"caption9": {
"type": "string"
},
"icon10": {
"type": "string"
},
"class10": {
"type": "string"
},
"target10": {
"type": "wiki-page-name"
},
"caption10": {
"type": "string"
},
"icon11": {
"type": "string"
},
"class11": {
"type": "string"
},
"target11": {
"type": "wiki-page-name"
},
"caption11": {
"type": "string"
},
"icon12": {
"type": "string"
},
"class12": {
"type": "string"
},
"target12": {
"type": "wiki-page-name"
},
"caption12": {
"type": "string"
},
"icon13": {
"type": "string"
},
"class13": {
"type": "string"
},
"target13": {
"type": "wiki-page-name"
},
"caption13": {
"type": "string"
},
"icon14": {
"type": "string"
},
"class14": {
"type": "string"
},
"target14": {
"type": "wiki-page-name"
},
"caption14": {
"type": "string"
},
"icon15": {
"type": "string"
},
"class15": {
"type": "string"
},
"target15": {
"type": "wiki-page-name"
},
"caption15": {
"type": "string"
},
"icon16": {
"type": "string"
},
"class16": {
"type": "string"
},
"target16": {
"type": "wiki-page-name"
},
"caption16": {
"type": "string"
},
"icon17": {
"type": "string"
},
"class17": {
"type": "string"
},
"target17": {
"type": "wiki-page-name"
},
"caption17": {
"type": "string"
},
"icon18": {
"type": "string"
},
"class18": {
"type": "string"
},
"target18": {
"type": "wiki-page-name"
},
"caption18": {
"type": "string"
},
"icon19": {
"type": "string"
},
"class19": {
"type": "string"
},
"target19": {
"type": "wiki-page-name"
},
"caption19": {
"type": "string"
},
"icon20": {
"type": "string"
},
"class20": {
"type": "string"
},
"target20": {
"type": "wiki-page-name"
},
"caption20": {
"type": "string"
},
"icon21": {
"type": "string"
},
"class21": {
"type": "string"
},
"target21": {
"type": "wiki-page-name"
},
"caption21": {
"type": "string"
},
"icon22": {
"type": "string"
},
"class22": {
"type": "string"
},
"target22": {
"type": "wiki-page-name"
},
"caption22": {
"type": "string"
},
"icon23": {
"type": "string"
},
"class23": {
"type": "string"
},
"target23": {
"type": "wiki-page-name"
},
"caption23": {
"type": "string"
},
"icon24": {
"type": "string"
},
"class24": {
"type": "string"
},
"target24": {
"type": "wiki-page-name"
},
"caption24": {
"type": "string"
}
}
}
</templatedata>
be51aa71f5679985dacfc945a7c165c7f333d1ac
Template:Notitle
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text/x-wiki
<includeonly>{{#widget:Notitle}}</includeonly><noinclude>
;Description
:Hides page title.
;Usage
<pre>
{{notitle}}
</pre>
</noinclude>
0bc3ebcf591d990688a54dbb08df6104f1612028
Template:Tag
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text/x-wiki
<includeonly>{{#set:property={{{1}}}}}{{twi|{{{1}}}}}</includeonly>
<noinclude>
Tag template is used in order to combine [[Template:Twi|Text with Icon]] template with specific property tag.
You can copy or change it to fit your game.
For example if you want to tag a weapon that hero uses, but at the same time you want to use Text with icon on it, and you have a lot of those kind of things on your wiki you can change it as follows:
<pre>
go to yourgame.game-vault.net/wiki/Template:Weapon
Create a template
{{#set:weapon={{{1}}}}}{{twi|{{{1}}}}}
And name it {{weapon}}
</pre>
Then on each hero page you can use
<pre>
{{weapon|Staff}}
</pre>
To mark that the hero uses this weapon and later on make a list of heroes using Staff automatically, instead of manually gathering info.
Other example might be weapon page that have different attributes you want to use as properties, for example Element, type, rarity and so on.
You can use properties to make smart lists using Semantic Media Wiki.
15247088fd96517b4a90ba744b051ba0cd8f4489
Template:Template doc
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1 revision imported
wikitext
text/x-wiki
{{:{{FULLPAGENAME}}/doc}}
7a00c240e24c0b8b1d3af6d5623a64bad7a68cdc
Template:Template doc/doc
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1 revision imported
wikitext
text/x-wiki
Template documentation.
666cdca6560167a715f0de9396df882b64c51b53
Template:Template with image
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1 revision imported
wikitext
text/x-wiki
<includeonly><span style="display:inline; white-space: nowrap;"><!--
-->{{#if: {{#show:{{{1}}}|?icon}}
|[[image:{{PAGENAME:{{#show:{{{1}}}|?icon|link=none}}}}|link={{{1}}}|24px|class=mr-35]]
|
}}[[{{{1}}}]]</span></includeonly><noinclude>
This is a simple template to allow related Icons to be placed next to the Page links.
In order to use it simply use code
<pre>
{{twi|Name}}
</pre>
To make an icon and a link to the page.
For example here is what you get for Coins:
{{twi|Coins}}
In order to assign an Icon to specific Page you will need to assign an image to the page as an icon.
Go to the required page and add a code:
<pre>
{{#set: icon=File:coins black.png}}
</pre>
After this you can use twi template to call that icon next to the page link.
</noinclude>
6169951eba95efcafd231e0773cf11dbbc48f7b8
Template:Welcome
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wikitext
text/x-wiki
== Hello, {{#if:{{{realName}}}|{{{realName}}}|{{{name}}}}} ==
Thank you for joining {{SITENAME}} community. Let's make it stunning!
Before you start editing please set your local [[Special:Preferences|preferences]] and read our docs:
* Community Code
* Join Discord
* Help for editors
dcfb99362694836302d0a8797af4c3c45edcda84
Template:Welcome-header
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text/x-wiki
<div class=nomobile>
<div class="mainpage-header nomobile">
<div class="header-intro">
<p class="lead">Biggest AFK Arena Wiki Database made by the Community</p>
<p>We are the AFK Arena guides website maintained by the players. Information about the game, datamined info, visual and text guides and videos are all produced by the community so anyone can find all the information about Afk Arena in one convenient place. </p>
</div>
<div class="header-stats col-2">
<ul>
<li>Number of articles: '''{{NUMBEROFARTICLES}}'''</li>
<li>Number of files: '''{{NUMBEROFFILES}}'''</li>
<li>Number of active editors: '''{{NUMBEROFACTIVEUSERS}}'''</li>
<li>Number of edits: '''{{NUMBEROFEDITS}}'''</li>
</ul>
</div>
</div>
</div>
22a57434d8a38de6088bb8273ede1844e058d617
MediaWiki:Gamename
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wikitext
text/x-wiki
AFK Arena
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wikitext
text/x-wiki
{Game}
f2171b43424232fb9fc2c2a312dd791998a74c43
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wikitext
text/x-wiki
Your Game
607ba957324e9c797367dfca37d19a6824289340
MediaWiki:Pluggableauth-loginbutton-label
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text/x-wiki
Log in with Game-Vault account
cf6c1cbb93151b77cbd72ee67c72f5a00d428b9d
Property:Icon
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text/x-wiki
[[Has type::Page]]
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Widget:A
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wikitext
text/x-wiki
<includeonly><a href="<!--{$target}-->"><!--{$content}--></a></includeonly>
d2eb50d4d908959a25d583399f9ec317de115507
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wikitext
text/x-wiki
<includeonly><a href="<!--{$target}-->"><!--{$content}--></a></includeonly><noinclude>
Inserts HTML <a> links.
</noinclude>
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wikitext
text/x-wiki
<includeonly><a href="<!--{$target}-->"><!--{$content}--></a></includeonly><noinclude>
Inserts HTML <a> links.
<pre>
{{#widget:a
|target= # URL
|content= # Wikitext
}}
</pre>
</noinclude>
e48605398fa394573288116241362c41f9ff7e44
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wikitext
text/x-wiki
<includeonly><a href="<!--{$target}-->"><!--{$content}--></a></includeonly><noinclude>
Inserts HTML <a> links.
<pre>
{{#widget:a
|target= # URL
|content= # Wikitext
}}
</pre>
;Example
<pre>
{{#widget:a|target=https://youtu.be/AeoXmkTXV4w|content=Your First Guide}}
</pre>
;Result
{{#widget:a|target=https://youtu.be/AeoXmkTXV4w|content=Your First Guide}}
</noinclude>
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wikitext
text/x-wiki
<includeonly><a href="<!--{$target}-->"><!--{$content}--></a></includeonly><noinclude>
;Description
Inserts HTML <a> links.
;Syntax
<pre>
{{#widget:a
|target= # URL
|content= # Wikitext
}}
</pre>
;Example
<pre>
{{#widget:a|target=https://youtu.be/AeoXmkTXV4w|content=Your First Guide}}
</pre>
;Result
{{#widget:a|target=https://youtu.be/AeoXmkTXV4w|content=Your First Guide}}
</noinclude>
58526f14cbef07daa228b8f8edf7b91d97da753b
Widget:Notitle
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wikitext
text/x-wiki
<includeonly><style> h1#firstHeading { display: none !important; } </style></includeonly><noinclude>
;Description
Hides page heading.
;Code
<pre>
{{#widget:notitle}}
</pre>
</noinclude>
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wikitext
text/x-wiki
<includeonly><style> h1#firstHeading { display: none !important; } </style></includeonly><noinclude>
;Description
Hides page heading.
;Code
<pre>
{{#widget:notitle}}
</pre>
</noinclude>
{{#widget:notitle}}
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wikitext
text/x-wiki
<includeonly><style> h1#firstHeading { display: none !important; } </style></includeonly><noinclude>
;Description
Hides page heading.
;Code
<pre>
{{#widget:notitle}}
</pre>
</noinclude>
38d7abb31ff58966fb885e16736df3c647ebb243
MediaWiki:Siteslogan
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wikitext
text/x-wiki
Your Game Wiki Slogan
b8ed169f556ed5b084cfb6a55f568bb3dd8a0a08
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wikitext
text/x-wiki
Your Game Wiki Slogan to be edited in MediaWiki:Siteslogan
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Stankosh
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wikitext
text/x-wiki
Do you have what it takes to survive?
9f8168fd0e8ebcac2e8b332c38f3e061eae1e55c
Template:Welcome-header
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wikitext
text/x-wiki
<div class=nomobile>
<div class="mainpage-header nomobile">
<div class="header-intro">
<p class="lead">Biggest {{SITENAME}} Database made by the Community</p>
<p>We are the {{GAMENAME}} guides website maintained by the players. Information about the game, datamined info, visual and text guides, and videos - are all produced by the community so that anyone can find all the information about {{GAMENAME}} in one convenient place. </p>
</div>
<div class="header-stats col-2">
<ul>
<li>Number of articles: '''{{NUMBEROFARTICLES}}'''</li>
<li>Number of files: '''{{NUMBEROFFILES}}'''</li>
<li>Number of active editors: '''{{NUMBEROFACTIVEUSERS}}'''</li>
<li>Number of edits: '''{{NUMBEROFEDITS}}'''</li>
</ul>
</div>
</div>
</div>
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wikitext
text/x-wiki
<div class=nomobile>
<div class="mainpage-header nomobile">
<div class="header-intro">
<p class="lead">Biggest {{SITENAME}} Database made by the Community</p>
<p>We are the {{GAMENAME}} guides website maintained by the players. Information about the game, datamined info, visual and text guides, and videos - are all produced by the community so that anyone can find all the information about {{GAMENAME}} in one convenient place. </p>
</div>
<div class="header-stats col-2">
<ul>
<li>Number of articles: '''{{NUMBEROFARTICLES}}'''</li>
<li>Number of files: '''{{NUMBEROFFILES}}'''</li>
<li>Number of active editors: '''{{NUMBEROFACTIVEUSERS}}'''</li>
<li>Number of edits: '''{{NUMBEROFEDITS}}'''</li>
</ul>
</div>
</div>
</div>{{SHORTDESC: Biggest {{SITENAME}} Database made by the Community}}
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wikitext
text/x-wiki
<div class=nomobile>
<div class="mainpage-header nomobile">
<div class="header-intro">
<p class="lead">Biggest {{SITENAME}} Database made by the Community</p>
<p>We are the {{GAMENAME}} guides website maintained by the players. Information about the game, datamined info, visual and text guides, and videos - are all produced by the community so that anyone can find all the information about {{GAMENAME}} in one convenient place. </p>
</div>
<div class="header-stats col-2">
<ul>
<li>Number of articles: '''{{NUMBEROFARTICLES}}'''</li>
<li>Number of files: '''{{NUMBEROFFILES}}'''</li>
<li>Number of active editors: '''{{NUMBEROFACTIVEUSERS}}'''</li>
<li>Number of edits: '''{{NUMBEROFEDITS}}'''</li>
</ul>
</div>
</div>
</div>{{SHORTDESC: Biggest {{GAMENAME}} Database made by the Community}}
91dad68a8d02f49061c59e5e494330b2f322de5e
MediaWiki:Gamename
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wikitext
text/x-wiki
Your Game (edit on [[MediaWiki:Gamename]])
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Stankosh
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wikitext
text/x-wiki
Frostpunk 2
cdd00c3ab0f7465e754997404e310870a5f99f00
Template:Protection level
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Protected "[[Template:Protection level]]" ([Edit=⧼protect-level-vault-owner-protected⧽] (indefinite) [Move=⧼protect-level-vault-owner-protected⧽] (indefinite))
wikitext
text/x-wiki
<includeonly><!--
-->{{#switch: {{{1|}}}
|vault-owner =<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner|+sep=,
}}
|vault-farmer =<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer|+sep=,
}}
|vault-founder=<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer,vault-founder|+sep=,
}}
|vault-master =<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer,vault-founder,sysop|+sep=,
}}
|vault-keeper =<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer,vault-founder,sysop,vault-keeper|+sep=,
}}
|#default =
}}
{{#switch: {{{1|}}}
|vault-owner
|vault-farmer
|vault-founder
|vault-master
|vault-keeper=<div id="vault-protection-badge" title="Vault content protection enabled. The page is editable by user roles '{{{1|}}}' and higher.">
<div class="vault-protection-badge-icon"></div>
<div class="vault-protection-badge-level">'''{{#switch: {{{1|}}}
|vault-owner =Vault Owners
|vault-farmer =Vault Farmers
|vault-founder=Vault Wiki Founders
|vault-master =Vault Masters
|vault-keeper =Vault Keepers
}}'''</div>
</div>
}}</includeonly><noinclude><!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer|+sep=,
}}
<templatedata>
{
"params": {
"1": {
"aliases": [
"Level"
],
"label": "Level",
"description": "Label of the minimal user group allowed to edit the page.",
"example": "vault-master",
"type": "string",
"required": true,
"suggested": true
}
},
"description": "Sets edit permissions levels and displays a badge in the page footer."
}
</templatedata>
== Protection levels ==
:<code>vault-owner</code>
:Project owners. Highest protection level.
::<code>vault-farmer</code>
::Wiki farm administrators.
:::<code>vault-founder</code>
:::Wiki founders.
::::<code>vault-master</code>
::::Wiki administrators (sysops).
:::::<code>vault-keeper</code>
:::::Content moderators. Lowest protection level.
::::::<code>user</code>
::::::Unprotected pages can be edited by autoconfirmed users (users registered at least 24h ago).
</noinclude>
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wikitext
text/x-wiki
<includeonly><!--
-->{{#switch: {{{1|}}}
|vault-owner =<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner|+sep=,
}}
|vault-farmer =<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer|+sep=,
}}
|vault-founder=<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer,vault-founder|+sep=,
}}
|vault-master =<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer,vault-founder,sysop|+sep=,
}}
|vault-keeper =<!--
-->{{#set:
|Editable by=whitelist
|Editable by group=vault-owner,vault-farmer,vault-founder,sysop,vault-keeper|+sep=,
}}
|#default =
}}
{{#switch: {{{1|}}}
|vault-owner
|vault-farmer
|vault-founder
|vault-master
|vault-keeper=<div id="vault-protection-badge" title="Vault content protection enabled. The page is editable by user roles '{{{1|}}}' and higher.">
<div class="vault-protection-badge-icon"></div>
<div class="vault-protection-badge-level">'''{{#switch: {{{1|}}}
|vault-owner =Vault Owners
|vault-farmer =Vault Farmers
|vault-founder=Vault Wiki Founders
|vault-master =Vault Masters
|vault-keeper =Vault Keepers
}}'''</div>
</div>
}}</includeonly><noinclude>
{{template doc}}
</noinclude>
96af5e3525e853997c3b480b0b0a63aca02c5dfe
MediaWiki:Protect-level-vault-owner-protected
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Admin
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Created page with "Only Game-Vault owners"
wikitext
text/x-wiki
Only Game-Vault owners
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wikitext
text/x-wiki
Allow only Game-Vault owners
c1e9eab0ec46f3f621768f032539d784a28a2c54
Template:Notitle
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Admin
1
Protected "[[Template:Notitle]]" ([Edit=Allow only Game-Vault owners] (indefinite) [Move=Allow only Game-Vault owners] (indefinite))
wikitext
text/x-wiki
<includeonly>{{#widget:Notitle}}</includeonly><noinclude>
;Description
:Hides page title.
;Usage
<pre>
{{notitle}}
</pre>
</noinclude>
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wikitext
text/x-wiki
<includeonly>{{#widget:Notitle}}</includeonly><noinclude>
{{template doc}}
</noinclude>
2b8fb370a454ecfb30a054d0fc0887342aa2fa62
Template:GAMENAME
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Admin
1
Protected "[[Template:GAMENAME]]" ([Edit=Allow only Game-Vault owners] (indefinite) [Move=Allow only Game-Vault owners] (indefinite))
wikitext
text/x-wiki
{{int:Gamename}}
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wikitext
text/x-wiki
<includeonly>{{int:Gamename}}</includeonly><noinclude>
{{template doc}}
</noinclude>
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Template:GAMENAME/doc
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Admin
1
Created page with ";Description Creates a magic-word-like syntax for the game name insertion. ;Example <pre> {{GAMENAME}} </pre> ;Result {{GAMENAME}}"
wikitext
text/x-wiki
;Description
Creates a magic-word-like syntax for the game name insertion.
;Example
<pre>
{{GAMENAME}}
</pre>
;Result
{{GAMENAME}}
e9a63b832da32b06c62093884760ba3d4f33771f
Template:Protection level/doc
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Admin
1
Created page with "<templatedata> { "params": { "1": { "aliases": [ "Level" ], "label": "Level", "description": "Label of the minimal user group allowed to edit the page.",..."
wikitext
text/x-wiki
<templatedata>
{
"params": {
"1": {
"aliases": [
"Level"
],
"label": "Level",
"description": "Label of the minimal user group allowed to edit the page.",
"example": "vault-master",
"type": "string",
"required": true,
"suggested": true
}
},
"description": "Sets edit permissions levels and displays a badge in the page footer."
}
</templatedata>
== Protection levels ==
:<code>vault-owner</code>
:Project owners. Highest protection level.
::<code>vault-farmer</code>
::Wiki farm administrators.
:::<code>vault-founder</code>
:::Wiki founders.
::::<code>vault-master</code>
::::Wiki administrators (sysops).
:::::<code>vault-keeper</code>
:::::Content moderators. Lowest protection level.
::::::<code>user</code>
::::::Unprotected pages can be edited by autoconfirmed users (users registered at least 24h ago).
d91e6fdf5525a5df3a568b4dda22a7ee2936e53e
Template:Notitle/doc
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Admin
1
Created page with ";Description :Hides page title. ;Usage <pre> {{notitle}} </pre>"
wikitext
text/x-wiki
;Description
:Hides page title.
;Usage
<pre>
{{notitle}}
</pre>
70a13db79d01832977783cc82d9a7feeb1170134
Template:Template with image
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Admin
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wikitext
text/x-wiki
<includeonly><span style="display:inline; white-space: nowrap;"><!--
-->{{#if: {{#show:{{{1}}}|?icon}}
|[[image:{{PAGENAME:{{#show:{{{1}}}|?icon|link=none}}}}|link={{{1}}}|24px|class=mr-35]]
|
}}[[{{{1}}}]]</span></includeonly><noinclude>
{{template doc}}
</noinclude>
c05d6eed147da6c033da94c33a0380d7ba75d835
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wikitext
text/x-wiki
<includeonly><span style="display:inline; white-space: nowrap;"><!--
-->{{#if: {{#show:{{{1}}}|?icon}}
|[[image:{{PAGENAME:{{#show:{{{1}}}|?icon|link=none|limit=1|searchlabel=}}}}|link={{{1}}}|24px|class=mr-35]]
|
}}[[{{{1}}}]]</span></includeonly><noinclude>
{{template doc}}
</noinclude>
5a8b9fed7225b7da18d19998ba517afce0a18c03
Template:Template with image/doc
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2023-04-13T20:22:38Z
Admin
1
Created page with ";Description This is a simple template to allow related Icons to be placed next to the Page links. ;Syntax To make an icon and a link to the page, simply use code: <pre> {{tw..."
wikitext
text/x-wiki
;Description
This is a simple template to allow related Icons to be placed next to the Page links.
;Syntax
To make an icon and a link to the page, simply use code:
<pre>
{{twi|Name}}
</pre>
;Result
For example here is what you get for Coins:
{{twi|Coins}}
;How it works
In order to assign an Icon to a specific Page you will need to assign an image to the page as an icon.
Go to the required page and add a code:
<pre>
{{#set: icon=File:coins black.png}}
</pre>
After this, you can use Twi template to call that icon next to the page link.
d83930966a54563a7fec66cdafebdedb537f5d42
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Admin
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wikitext
text/x-wiki
;Description
This is a simple template to allow related Icons to be placed next to the Page links.
;Syntax
To make an icon and a link to the page, simply use code:
<pre>
{{twi|PageName}}
</pre>
;Result
For example here is what you get for the page [[Project:Coins]]:
{{twi|Project:Coins}}
;How it works
In order to assign an Icon to a specific Page you will need to assign an image to the page as an icon.
Go to the required page and add a code:
<pre>
{{#set: icon=File:coins black.png}}
</pre>
After this, you can use Twi template to call that icon next to the page link.
ea98e8268f2611ce49796853e8f603496d4fca1d
File:Coins black.png
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103
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2023-04-13T20:40:31Z
Admin
1
Sample image for Twi template
wikitext
text/x-wiki
== Summary ==
Sample image for Twi template
110f7e576dadc955bd27c438d5adae7a994f6bee
Template:Tag
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2023-04-14T07:09:57Z
Admin
1
wikitext
text/x-wiki
<includeonly>{{#set:property={{{1}}}}}{{twi|{{{1}}}}}</includeonly><noinclude>
The [[Template:Tag|Tag]] template is used in order to combine [[Template:Twi|Text with Icon]] (Twi) template with a specific property tag.
You can copy or change it to fit your game.
For example, if you want to tag a weapon that the hero uses, but at the same time you want to use Text with an icon on it, and you have a lot of those kinds of things on your wiki, you can change it as follows:
<pre>
go to yourgame.game-vault.net/wiki/Template:Weapon
Create a template
{{#set:weapon={{{1}}}}}{{twi|{{{1}}}}}
And name it {{weapon}}
</pre>
Then on each hero page, you can use:
<pre>
{{weapon|Staff}}
</pre>
To mark that the hero uses this weapon and later on make a list of heroes using Staff automatically, instead of manually gathering info.
Another example might be the weapon page that has different attributes you want to use as properties, for example, Element, type, rarity, and so on.
You can use properties to make smart lists using Semantic Media Wiki.
702184e136154da58fae8e8bd7c30372c3c28737
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Admin
1
wikitext
text/x-wiki
<includeonly>{{#set:property={{{1}}}}}{{twi|{{{1}}}}}</includeonly><noinclude>
{{template doc}}
</noinclude>
20f267241caf5ba387a6298ab8b84d26502cbfa3
Template:Tag/doc
10
104
243
2023-04-14T07:47:57Z
Admin
1
Created page with ";Description The [[Template:Tag|Tag]] template is used in order to combine [[Template:Twi|Text with Icon]] (Twi) template with a specific property tag. You can copy or change..."
wikitext
text/x-wiki
;Description
The [[Template:Tag|Tag]] template is used in order to combine [[Template:Twi|Text with Icon]] (Twi) template with a specific property tag. You can copy or change it to fit your game.
;How to create a template for a specific property
For example, if you want to tag a '''weapon''' that the hero uses, and display the weapon icon on it, create a template <code>yourgame.game-vault.net/wiki/Template:Weapon</code> with the following code:
<pre><includeonly>{{#set:weapon={{{1}}}}}{{twi|{{{1}}}}}</includeonly></pre>
;Usage
On the hero page, you can use:
<pre>
{{weapon|Staff}}
</pre>
where the only template parameter is the name of a weapon page (eg. Staff).
;Explanation
The first declaration (<code><nowiki>{{#set:weapon={{{1}}}}}</nowiki></code>) links the current hero page with the weapon page. And the second one (<code><nowiki>{{twi|{{{1}}}}}</nowiki></code>) retrieves the value of the [[Property:Icon|Icon]] property from the weapon page.
;SemanticMediaWiki
You can use properties to make smart lists using [https://www.semantic-mediawiki.org/wiki/Help:User_manual SemanticMediaWiki], instead of manually gathering info. For example, this template stores a semantic link between the hero and the weapon, making it possible to get a list of heroes using Staff weapon automatically, like that:
<pre>
{{#ask: <!-- # query -->
[[Category:Heroes]] <!-- # all pages in category Heroes -->
[[Weapon::Staff]] <!-- # having Staff weapon -->
|format=ul <!-- # and print results as unordered (bulleted) list -->
}}
</pre>
A single page can store many semantic properties, for example: '''element''', '''type''', '''rarity''', and so on.
ea0c709fc75d7f0b5a4fdec81a1a128e94bd8719
Template:Template doc
10
29
244
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Admin
1
wikitext
text/x-wiki
<includeonly>{{:{{FULLPAGENAME}}/doc}}</includeonly><noinclude>
{{template doc}}
</noinclude>
f16838b0befa0886cb04a4410b662e506b0e67e7
Template:Template doc/doc
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30
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2023-04-14T07:52:41Z
Admin
1
wikitext
text/x-wiki
;Description
Template documentation. It is advised to store the documentation on the <code>/doc</code> subpage, so the changes to the documentation wouldn't affect the template and the pages that use it.
;Usage
On the template page put the following code:
<pre>
<noinclude>
{{template doc}}
</noinclude>
</pre>
68077c7f609829a025431e7ad99e03f7304ae2f1
File:SEO logo.png
6
105
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2023-04-16T09:00:53Z
Admin
1
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Template:SEO
10
108
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2023-04-16T12:35:45Z
Admin
1
Created page with "<includeonly>{{#seo: |description={{{1|{{GETSHORTDESC:}}}}} |image={{filepath:{{{2|SEO_logo.png}}}}} |og:image={{filepath:{{{2|SEO_logo.png}}}}} }} </includeonly>"
wikitext
text/x-wiki
<includeonly>{{#seo:
|description={{{1|{{GETSHORTDESC:}}}}}
|image={{filepath:{{{2|SEO_logo.png}}}}}
|og:image={{filepath:{{{2|SEO_logo.png}}}}}
}}
</includeonly>
04714b443a8f2589e15f27ebce569ae5cd21a2ae
273
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Admin
1
wikitext
text/x-wiki
<includeonly>{{#seo:
|description={{{1|{{GETSHORTDESC:}}}}}
}}
</includeonly>
35b32e1d9d3fe34419728f08f3731d7e54afd1b0
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1
wikitext
text/x-wiki
<includeonly>{{#seo:
|description={{{1|{{GETSHORTDESC:}}}}}
|site_name={{SITENAME}}
|locale=en_US
|type=website
|modified_time={{REVISIONYEAR}}-{{REVISIONMONTH}}-{{REVISIONDAY2}}
}}
</includeonly>
232477637c1eadfb7c10b434acf22c4c6874334f
MediaWiki:Restriction-level-vault-owner-protected
8
109
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2023-04-16T12:43:54Z
Admin
1
Created page with "Default templates can be edited by the Vault Owners only."
wikitext
text/x-wiki
Default templates can be edited by the Vault Owners only.
8973f95f3c42375926dfd26fbf256d5d75ffe44b
Category:Pages with short description
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110
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2023-04-16T12:44:32Z
Admin
1
Created page with "__HIDDENCAT__"
wikitext
text/x-wiki
__HIDDENCAT__
183b9c38bff80327776bd180634fccfd19cf616f
Template:Card
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17
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2023-04-16T14:10:00Z
Admin
1
wikitext
text/x-wiki
<includeonly>
<div class="game-vault-card"><!--
-->{{#if: {{{header|}}} |<div class="game-vault-card-header">{{{header|}}}</div>}}<!--
-->{{#if: {{{image|}}} |<div class="game-vault-card-image {{#if: {{{header|}}}|with-header}}">[[File:{{PAGENAME:{{{image|}}}}}|class=notpageimage img-fluid|link={{#if:{{{target|}}}|{{fullurl:{{{target|}}}}}}}]]</div>}}<!--
--><div class="game-vault-card-body"><!--
--><div><!--
-->{{#if: {{{tagline|}}} |<div class="game-vault-card-body-tagline">{{{tagline|}}}</div>}}<!--
-->{{#if: {{{title|}}} |<div class="game-vault-card-body-title">{{{title|}}}</div>}}<!--
--></div><!--
-->{{#if: {{{content|}}} |<div class="game-vault-card-body-text">
{{{content|}}}
</div>}}<!--
--></div><!--
-->{{#if: {{{footer|}}} |<div class="game-vault-card-footer">{{{footer|}}}</div>}}
</div></includeonly><noinclude>
{{template doc}}
</noinclude>
17b15fa4ffb2d1c6b929148adbf99acbbc0b4546
Template:Card-half
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Admin
1
wikitext
text/x-wiki
<includeonly>
<div class="game-vault-card-half"><!--
-->{{#if: {{{image|}}} |<div class="game-vault-card-image">[[File:{{PAGENAME:{{{image|}}}}}|class=notpageimage img-fluid|link={{{target|}}}]]</div>}}<!--
--><div class="game-vault-card-body"><!--
--><div><!--
--><div class="game-vault-card-body-title">{{#ifeq:{{#sub:{{{target|}}}|0|4}}|http|[{{{target|}}} {{{title|}}}]|[[{{{target|}}}|{{{title|}}}]]}}</div><!--
--></div><!--
--></div>
</div></includeonly><noinclude>
{{template doc}}
</noinclude>
de0e0fb0509f39bbfafbb745e9faab3646f70246
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Admin
1
wikitext
text/x-wiki
<includeonly>
<div class="game-vault-card-half"><!--
-->{{#if: {{{image|}}} |<div class="game-vault-card-image">[[File:{{PAGENAME:{{{image|}}}}}|class=notpageimage img-fluid|link={{{target|}}}]]</div>}}<!--
--><div class="game-vault-card-body"><div></div><!--
--><div><!--
--><div class="game-vault-card-body-title">{{#ifeq:{{#sub:{{{target|}}}|0|4}}|http|[{{{target|}}} {{{title|}}}]|[[{{{target|}}}|{{{title|}}}]]}}</div><!--
--></div><!--
--></div>
</div></includeonly><noinclude>
{{template doc}}
</noinclude>
c03789f818837e4103571960be8601b803e4e9a6
File:Test-image-preview.jpg
6
111
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2023-04-17T08:27:03Z
Admin
1
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
MediaWiki:Hf-nsheader-
8
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2023-04-21T10:18:22Z
Admin
1
wikitext
text/x-wiki
;Google Ads in the sidebar
<div class="google-ads-v">
</div>
58f4f1609e7cda476fefeec1c97b4d128a544396
Main Page
0
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2023-04-21T12:09:01Z
Admin
1
Created page with "{{Welcome-header}} {{DISPLAYTITLE:Welcome to the {{SITENAME}}!}} {{Pl|vault-farmer}} {{SEO}}"
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{Pl|vault-farmer}}
{{SEO}}
33339ad9679d67c83398678816e7be5b76d8d3f3
User talk:Gamevault
3
113
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2024-04-03T06:52:56Z
Frostpunk 2 Wiki and Guides
9
Adding [[Template:Welcome|welcome message]] to new user's talk page
wikitext
text/x-wiki
{{Template:Welcome|realName=|name=Gamevault}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 06:52, 3 April 2024 (UTC)
9ac57e05e36922706b39d173b98dfb8c8f631e7c
User talk:Stankosh
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2024-04-03T06:52:57Z
Frostpunk 2 Wiki and Guides
9
Adding [[Template:Welcome|welcome message]] to new user's talk page
wikitext
text/x-wiki
{{Template:Welcome|realName=x x|name=Stankosh}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 06:52, 3 April 2024 (UTC)
ba9a5f740160360a9eaf7af34fce3210b9ae66e0
File:Favicon.png
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2024-04-03T07:18:20Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Logo.png
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2024-04-03T07:18:29Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Banner.jpg
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Stankosh
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wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
MediaWiki:Common.css
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Stankosh
7
css
text/css
/* CSS placed here will be applied to all skins */
/* Game Banner */
.page-game-banner {
background-image: url(/w/images/b/b5/Banner.jpg);
}
/* Site Subtitle */
#siteSub {
display: none;
}
/* Game Menu Icons */
#n-Reviews a::after {
background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/rate_review.svg);
}
#n-Guides a::after {
background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/export_contacts.svg);
}
#n-News a::after {
background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/offline_bolt.svg);
}
.skin-citizen-dark #n-Reviews a::after,
.skin-citizen-dark #n-Guides a::after,
.skin-citizen-dark #n-News a::after {
filter: invert(1);
}
/* SimpleBatchUpload Dropzone */
.fileinput-button {
display: flex !important;
justify-content: center;
align-items: center;
background: var(--color-surface-2--active) !important;
color: var(--color-base--emphasized) !important;
border-radius: 0 !important;
margin-right: -6px;
border-color: var(--color-primary) !important;
font-size: 20px !important;
cursor: pointer !important;
}
/* Icon Tile styles */
.tile-icon.green {
background: #acf2b1;
}
.tile-icon.yellow{
background: #e6e340;
}
.tile-icon.blue {
background: #9fc9ff;
}
.tile-icon.violet {
background: #ddb1ea;
}
.tile-icon.black {
background: #00000;
}
.tile-icon.while {
background: #fffff;
}
.tile-icon.gray {
background: #c0c0c0;
}
.tile-icon.orange {
background: #eb984e;
}
.tile-icon.red{
background: #f1948a;
}
.mw-logo.citizen-drawer__logo {
display: flex;
align-items: center;
}
.mw-logo.citizen-drawer__logo::after {
content: ' ';
display: inline-block;
border-bottom: 2px solid var(--color-base);
border-right: 2px solid var(--color-base);
height: 6px;
width: 6px;
transform: rotate(45deg);
margin: 0 7px;
}
.citizen-drawer__button {
width: 70px;
}
ca10c9b7cb19e8e12e4fdba409a3b11d5a2b75de
MediaWiki:Stream-channel
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2024-04-03T07:28:57Z
Stankosh
7
Blanked the page
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
MediaWiki:Stream-channel-text
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2024-04-03T07:29:08Z
Stankosh
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Blanked the page
wikitext
text/x-wiki
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Stankosh
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wikitext
text/x-wiki
'''Explore the Game Vault'''
[[gamevault:Main Page|Game Vault]]
[[gamevault:Reviews:Contents|Reviews]]
[[gamevault:Game_Vault_Wikis|Wikis]]
ea888699034ad899480adfb71b6692d639fc39f1
MediaWiki:Citizen-footer-tagline
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2024-04-03T07:29:30Z
Stankosh
7
Created page with "{{SITENAME}} is a [[gamevault:Main Page|Game-Vault Community]]."
wikitext
text/x-wiki
{{SITENAME}} is a [[gamevault:Main Page|Game-Vault Community]].
d4a46449d6149e8c2a08a02e5f54ddaf8f829558
MediaWiki:Hf-nsheader-
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Stankosh
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Blanked the page
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
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Stankosh
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wikitext
text/x-wiki
[[File:Discord Wiki.png|frameless|link=https://discord.gg/2TfcDmnpge]]
6ab7d5642c4faa0ba4199bdccfaa3b42ae7294e7
Template:Page Image
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2024-04-03T07:30:16Z
Stankosh
7
Created page with "<includeonly><span style="display:none">[[File:{{PAGENAME:{{{1|Logo.png}}}}}|class=page-image|link={{FULLPAGENAME}}]]</span></includeonly><noinclude> {{template doc}} </noincl..."
wikitext
text/x-wiki
<includeonly><span style="display:none">[[File:{{PAGENAME:{{{1|Logo.png}}}}}|class=page-image|link={{FULLPAGENAME}}]]</span></includeonly><noinclude>
{{template doc}}
</noinclude>
1aed243d9bfb66f61adefe757eb899d8a0c6c3be
Template:Welcome-header
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2024-04-03T07:30:34Z
Stankosh
7
wikitext
text/x-wiki
<div class=nomobile>
<div class="mainpage-header nomobile">
<div class="header-intro">
<p class="lead">Biggest {{SITENAME}} Database made by the Community</p>
<p>{{GAMENAME}} guides website maintained by the players. Information about the game, datamined info, visual and text guides, and videos - are all created by the community so that anyone can find all the information about {{GAMENAME}} in one convenient place. Anyone can [[Special:UserLogin|Log in]] and start contributing. </p>
</div>
<div class="header-stats col-2">
<ul>
<li>Number of articles: '''{{NUMBEROFARTICLES}}'''</li>
<li>Number of files: '''{{NUMBEROFFILES}}'''</li>
<li>Number of active editors: '''{{NUMBEROFACTIVEUSERS}}'''</li>
<li>Number of edits: '''{{NUMBEROFEDITS}}'''</li>
</ul>
</div>
</div>
</div>{{Page Image|{{PAGENAME:{{{logo|Logo.png}}}}}}}{{SHORTDESC: Biggest {{GAMENAME}} Database maintained by the Community}}
519497a59d5f32dd0ec1f4c2d607a4914830a351
Template:Template with image
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Stankosh
7
wikitext
text/x-wiki
<includeonly><span style="display:inline; white-space: nowrap;"><!--
-->{{#if: {{#show:{{{1}}}|?icon}}
|[[image:{{PAGENAME:{{#show:{{{1}}}|?icon|link=none|limit=1|searchlabel=}}}}|link={{{1}}}|24px|class=mr-35]]
|
}}[[{{{1}}}|{{#if:{{{2|}}}|{{{2}}}|{{PAGENAME:{{{1}}}}}}}]]</span></includeonly><noinclude>
{{template doc}}
</noinclude>
3cd4654f71a3fc5020b53c88a7ee1147f15fafc7
Template:Stat
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2024-04-03T07:31:07Z
Stankosh
7
Created page with "<includeonly>{{twi|{{{1|}}}}} || {{{2|}}} {{#set:{{{1|}}}={{{2|}}}}}</includeonly> <noinclude>This is a template that will allow to set a stat as a Semantic Mediawiki page pro..."
wikitext
text/x-wiki
<includeonly>{{twi|{{{1|}}}}} || {{{2|}}} {{#set:{{{1|}}}={{{2|}}}}}</includeonly>
<noinclude>This is a template that will allow to set a stat as a Semantic Mediawiki page property, allowing to use it in queries and lists later</noinclude>
2dbf1627a810ba6d2a813cd7a92f77833c225b9c
Template:SEO
10
108
297
279
2024-04-03T07:31:41Z
Stankosh
7
wikitext
text/x-wiki
<includeonly><div style="display: none;">{{#seo:
| type = {{{type|article}}}
| site_name = {{SITENAME}}
| title = {{{fulltitle|{{{title|{{PAGENAME}} - {{SITENAME}}}}}
| keywords = {{{fullkeywords|{{{keywords|{{PAGENAME}}}}}, {{GAMENAME}} Wiki, Wiki, {{GAMENAME}}}}}
| description = {{{description|Read about {{PAGENAME}} on {{SITENAME}}, the {{GAMENAME}} Wiki curated by the community.}}}
| locale=en_US
}}</div></includeonly><noinclude>
Use this template to optimize a page for SEO. It uses the <code><nowiki>{{#seo:}}</nowiki></code> tag underneath, which is added by the WikiSEO extension.
Generally, it's a good idea to provide a '''description''' and an '''image''', which don't have good default values. According to various web pages, an ideal description is apparently around 160 characters. Search engines might display the description under the title of the page in the results, where they would otherwise use an auto-generated preview snippet based on page contents. Note that Google completely ignores the keywords, according to [https://developers.google.com/search/blog/2009/09/google-does-not-use-keywords-meta-tag a blog article they published in 2009].
Example usage:
<pre>
{{SEO
| title = An alternative title
| keywords = blah, blub, blip
| description = A summary of what this wiki page is about
| image = Some_image.jpg
| type = article
}}
</pre>
Default values:
* {{code|title}}: <nowiki>{{PAGENAME}}</nowiki> - {{SITENAME}}
* {{code|keywords}}: <nowiki>{{PAGENAME}}, {{GAMENAME}} Wiki, Wiki, {{GAMENAME}}</nowiki>
* {{code|type}}: article
If you provide {{code|title}}, it will automatically have {{code| - {{SITENAME}}}} appended to it.
If you provide {{code|keywords}}, it will automatically have {{code|, {{GAMENAME}} Wiki, Wiki, {{GAMENAME}}}} appended to it.
If you would like to control the full title or keywords tag contents without those automatic additions, you can instead use {{code|fulltitle}} and {{code|fullkeywords}}.
But as mentioned above, usually you should only provide a '''description''' like this:
<pre>
{{SEO
| description =
}}
</pre>
</noinclude>
8eb78f3bc9d9991ed8473e91473094aea6e809fd
Template:Code
10
121
298
2024-04-03T07:31:53Z
Stankosh
7
Created page with "<includeonly><code>{{{1}}}</code></includeonly><noinclude>This is simply a shorthand for <nowiki><code>fooobar</code></nowiki> which is annoying to type out every time; it's m..."
wikitext
text/x-wiki
<includeonly><code>{{{1}}}</code></includeonly><noinclude>This is simply a shorthand for <nowiki><code>fooobar</code></nowiki> which is annoying to type out every time; it's marginally nicer to write <nowiki>{{C|foobar}}</nowiki>.</noinclude>
f6e4136c07df6a99b2884f5c075f0e67692bffb8
Template:Card-half/doc
10
19
299
145
2024-04-03T07:34:56Z
Stankosh
7
wikitext
text/x-wiki
== About this template ==
;Description
<templatedata>
{
"params": {
"image": {
"label": "Image",
"description": "The card image (below the header, if the latter is present, otherwise the uppermost element).",
"type": "string",
"suggested": true
},
"target": {
"label": "Image link",
"description": "Alternative link target for the image.",
"type": "string",
"suggested": true,
"required": true
},
"title": {
"label": "Title",
"description": "In card heading.",
"type": "string",
"suggested": true,
"required": true
}
},
"paramOrder": [
"image",
"target",
"title"
],
"description": "Creates a card like navigational element.",
"format": "inline"
}
</templatedata>
== Examples ==
<pre>
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Link to main page
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
</pre>
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Link to main page
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Link to main page
|image=Test-image-preview.jpg
|target=Main Page
}}
54b8783baeedb2c50a29e8305f52db8c9a5ed959
MediaWiki:Citizen-footer-desc
8
122
300
2024-04-03T07:35:43Z
Stankosh
7
Created page with "'''Explore the Game Vault''' [[gamevault:Main Page|Game Vault]] [[gamevault:Reviews:Contents|Reviews]] [[gamevault:Game_Vault_Wikis|Wikis]]"
wikitext
text/x-wiki
'''Explore the Game Vault'''
[[gamevault:Main Page|Game Vault]]
[[gamevault:Reviews:Contents|Reviews]]
[[gamevault:Game_Vault_Wikis|Wikis]]
ea888699034ad899480adfb71b6692d639fc39f1
MediaWiki:Stream-channel-text
8
63
301
290
2024-04-03T07:36:18Z
Stankosh
7
Blanked the page
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Discord Wiki.png
6
123
302
2024-04-03T07:41:25Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Main Page
0
112
304
278
2024-04-03T07:51:14Z
Stankosh
7
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| Description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events etc.
}}
{{Card
|title=[[Buildings]]
|target=Buildings|content=List of {{GAMENAME}} Buildings and their description
}}
{{Card
|title=[[Book of Laws]]
|target=Book of Laws|content={{GAMENAME}} Book of Laws, its options and development paths.
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
}}
{{Card
|title=[[Technology Tree]]
|target=Technology Tree|content=List of {{GAMENAME}} Technologies and everything you want to know about them
}}
{{Card
|title=[[Enemies]]
|target=Enemies|content=Full list of {{GAMENAME}} Enemies and detailed description of each enemy, and tips on how to fight and counter them.
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
}}
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community.
f8011a642fbc5661ec767e5e62eecd50778ade29
305
304
2024-04-03T07:51:51Z
Stankosh
7
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| Description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events etc.
}}
{{Card
|title=[[Buildings]]
|target=Buildings|content=List of {{GAMENAME}} Buildings and their description
}}
{{Card
|title=[[Book of Laws]]
|target=Book of Laws|content={{GAMENAME}} Book of Laws, its options and development paths.
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
}}
{{Card
|title=[[Technology Tree]]
|target=Technology Tree|content=List of {{GAMENAME}} Technologies and everything you want to know about them
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
}}
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community.
be9060b09825076ccbe6b9b4ab1ae5ba60182ca3
306
305
2024-04-03T07:52:45Z
Stankosh
7
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| Description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events etc.
}}
{{Card
|title=[[Buildings]]
|target=Buildings|content=List of {{GAMENAME}} Buildings and their description
}}
{{Card
|title=[[Book of Laws]]
|target=Book of Laws|content={{GAMENAME}} Book of Laws, its options and development paths.
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
}}
{{Card
|title=[[Technology Tree]]
|target=Technology Tree|content=List of {{GAMENAME}} Technologies and everything you want to know about them
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
}}
{{
|title=[[Lore]]
|target=Lore|content={{GAMENAME}} Lore, story and world information
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
}}
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community.
6d20a8756522861def9f449fb20e9d0ee0c19be8
307
306
2024-04-03T07:53:02Z
Stankosh
7
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| Description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events etc.
}}
{{Card
|title=[[Buildings]]
|target=Buildings|content=List of {{GAMENAME}} Buildings and their description
}}
{{Card
|title=[[Book of Laws]]
|target=Book of Laws|content={{GAMENAME}} Book of Laws, its options and development paths.
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
}}
{{Card
|title=[[Technology Tree]]
|target=Technology Tree|content=List of {{GAMENAME}} Technologies and everything you want to know about them
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
}}
{{Card
|title=[[Lore]]
|target=Lore|content={{GAMENAME}} Lore, story and world information
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
}}
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community.
5e5529c69db13ede8a21f83e475f29fc99db3772
314
307
2024-04-03T16:23:39Z
Stankosh
7
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| Description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events etc.
}}
{{Card
|title=[[Districts]]
|target=Buildings|content=List of {{GAMENAME}} Districts and their description
}}
{{Card
|title=[[Book of Laws]]
|target=Book of Laws|content={{GAMENAME}} Book of Laws, its options and development paths.
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
}}
{{Card
|title=[[Technology Tree]]
|target=Technology Tree|content=List of {{GAMENAME}} Technologies and everything you want to know about them
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
}}
{{Card
|title=[[Lore]]
|target=Lore|content={{GAMENAME}} Lore, story and world information
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
}}
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community.
6898f3ab3fc7fe6fd2371d2e493f531e50bc960b
338
314
2024-04-03T17:54:42Z
Stankosh
7
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| Description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events etc.
}}
{{Card
|title=[[Districts]]
|target=Buildings|content=List of {{GAMENAME}} Districts and their description
|Image=Districts Card
}}
{{Card
|title=[[Book of Laws]]
|target=Book of Laws|content={{GAMENAME}} Book of Laws, its options and development paths.
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
}}
{{Card
|title=[[Technology Tree]]
|target=Technology Tree|content=List of {{GAMENAME}} Technologies and everything you want to know about them
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
}}
{{Card
|title=[[Lore]]
|target=Lore|content={{GAMENAME}} Lore, story and world information
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
}}
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community.
089dbc32dd39a72357c0a08a926fbd5cfed1e66c
339
338
2024-04-03T17:55:07Z
Stankosh
7
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| Description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events etc.
}}
{{Card
|title=[[Districts]]
|target=Buildings|content=List of {{GAMENAME}} Districts and their description
|Image=Districts Card.png
}}
{{Card
|title=[[Book of Laws]]
|target=Book of Laws|content={{GAMENAME}} Book of Laws, its options and development paths.
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
}}
{{Card
|title=[[Technology Tree]]
|target=Technology Tree|content=List of {{GAMENAME}} Technologies and everything you want to know about them
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
}}
{{Card
|title=[[Lore]]
|target=Lore|content={{GAMENAME}} Lore, story and world information
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
}}
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community.
ec91bafac24b27b697b87ce0c80d48f80cdcf204
340
339
2024-04-03T17:55:51Z
Stankosh
7
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| Description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events etc.
}}
{{Card
|title=[[Districts]]
|target=Buildings|content=List of {{GAMENAME}} Districts and their description
|image=Districts Card.png
}}
{{Card
|title=[[Book of Laws]]
|target=Book of Laws|content={{GAMENAME}} Book of Laws, its options and development paths.
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
}}
{{Card
|title=[[Technology Tree]]
|target=Technology Tree|content=List of {{GAMENAME}} Technologies and everything you want to know about them
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
}}
{{Card
|title=[[Lore]]
|target=Lore|content={{GAMENAME}} Lore, story and world information
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
}}
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community.
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{{Welcome-header}}
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| Description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events etc.
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{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community.
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News:Contents
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News:Frostpunk 2 Release Date Announced
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wikitext
text/x-wiki
Frostpunk 2 Official Release date is announced by the developers.
Its 25th of July 2024 for PC, PS5, and Xbox Series X|S. <ref>https://store.steampowered.com/app/1601580/Frostpunk_2/</ref>
Following the long development process now 11 Bit Studios set the official release date of Frostpunk 2 along with a new trailer.
{{#evu:https://www.youtube.com/watch?v=OleG2itr_3o&}}
Frostpunk 2 appears to be a sequel in both title and story, set around thirty years after the events of the original game. While the intense cold seems to have been reduced somewhat, human factions and their conflicts present a greater danger. Apart from the icy wilderness and the politics of survival, fans of Frostpunk are fervently enthusiastic about its music and are hopeful for Piotr Musiał's return to compose for the sequel. More than five years since its debut, the Frostpunk soundtrack saw a second release on vinyl, with pre-order stocks nearly depleted by February 2024.
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Frostpunk 2 Official Release date is announced by the developers.
Its 25th of July 2024 for PC, PS5, and Xbox Series X|S. <ref>https://store.steampowered.com/app/1601580/Frostpunk_2/</ref>
Following the long development process now 11 Bit Studios set the official release date of Frostpunk 2 along with a new trailer.
{{#evu:https://www.youtube.com/watch?v=OleG2itr_3o&}}
Frostpunk 2 appears to be a sequel in both title and story, set around thirty years after the events of the original game. While the intense cold seems to have been reduced somewhat, human factions and their conflicts present a greater danger. Apart from the icy wilderness and the politics of survival, fans of Frostpunk are fervently enthusiastic about its music and are hopeful for Piotr Musiał's return to compose for the sequel. More than five years since its debut, the Frostpunk soundtrack saw a second release on vinyl, with pre-order stocks nearly depleted by February 2024.
{{DISPLAYTITLE:Frostpunk 2 Release Date Announced}}
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Lore
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Frostpunk is set in an alternate version of 1886. While the exact point of divergence from our timeline remains uncertain, the technology, prominent figures, and events hinted at through the game's lore suggest that the split could have occurred as early as 1822.
Frostpunk 2 takes place 30 years after original game.
==Frostpunk 1==
In the summer of 1886 the snowstorms began. Crops failed, people starved. Millions fled south. They met only destruction, famine, and death.
In the farthest reaches of resource-rich north, the British Empire began construction of massive heat-radiating Generators, These grand engines would allow a chosen few to survive the frigid global winter, safe from the chaos of crumbling civilization.
They ran out of time.
An apocalyptic ice storm came from the south, devouring all in its path. People fled in panic. Some managed to cross the seas and reach the site of a Generator, only to find it frozen solid.
The Generator was designed to power a City capable of weathering the end of the world...
It falls to us to build it.
More [[Frostpunk 1 Lore]]
==Frostpunk 2==
As the city's steward, you wield authority over the citizens and their welfare. Leadership, however, does not ensure your protection, as the specter of anarchy and insurrection looms, ever ready to upset the fragile equilibrium maintained by your meticulous oversight.
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{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view.
==Laws==
*Outsiders
**'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
***Population Growth is slightly increased
***Amount of eligible workers is slightly increased.
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{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view.
==Laws==
*Outsiders
**'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
***Population Growth is slightly increased
***Amount of eligible workers is slightly increased.
Mandatory Schools
Parental Duties
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{{GAMENAME}} Have variety of Game Mechanics that will have significant effect on the gameplay.
{{Card
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|target=Factions|content=Factions are major force in {{GAMENAME}}. People belonging to the factions will vote on the {{twi|Book_of_Laws|laws}}, depending on the faction views they might or might not match the {{twi|Book_of_Laws|laws}} that are being passed.
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{{PAGENAME}} are major political forces in {{GAMENAME}}. Population will belong to variety of factions and their faction govern what they like and what they don't. It can concern for different game aspects, for example [[Book of Laws|laws]] voting.
==Foragers==
==Engineers==
==Technocrats==
Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to.
==Icebloods==
These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole.
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{{PAGENAME}} are major political forces in {{GAMENAME}}. Population will belong to variety of factions and their faction govern what they like and what they don't. It can concern for different game aspects, for example [[Book of Laws|laws]] voting.
==Foragers==
==Engineers==
==Technocrats==
[[File:Technocrats.png|thumb]]
Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to.
==Icebloods==
These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole.
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{{PAGENAME}} are major political forces in {{GAMENAME}}. Population will belong to variety of factions and their faction govern what they like and what they don't. It can concern for different game aspects, for example [[Book of Laws|laws]] voting.
==Foragers==
==Engineers==
==Technocrats==
[[File:Technocrats.png|thumb]]
Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to.
==Icebloods==
[[File:Icebloods.png|thumb]]
These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole.
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Technocrats Icon
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District
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{{GAMENAME}} have Districts as a basic building mechanics.
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|image=Industrial District.png
|target=Industrial District
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{{Card-half
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|image=Logistics District.png
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{{Card-half
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|image=Extraction District.png
|target=Extraction District
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{{Card-half
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|target=Food District
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{{Card-half
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Districts as a basic building mechanics in {{GAMENAME}}. They allow city to function and provide it with the {{twi|resources}}.
{{Card-half
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|image=Industrial District.png
|target=Industrial District
}}
{{Card-half
|title=Logistics District
|image=Logistics District.png
|target=Logistics District
}}
{{Card-half
|title=Extraction District
|image=Extraction District.png
|target=Extraction District
}}
{{Card-half
|title=Food District
|image=Food District.png
|target=Food District
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{{Card-half
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|image=Housing District.png
|target=Housing District
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Districts as a basic building mechanics in {{GAMENAME}}. They allow city to function and provide it with the {{twi|resources}}.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have its own unique and specific role for the city.
{{Card-half
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|image=Industrial District.png
|target=Industrial District
}}
{{Card-half
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|image=Logistics District.png
|target=Logistics District
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{{Card-half
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|image=Extraction District.png
|target=Extraction District
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{{Card-half
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|image=Food District.png
|target=Food District
}}
{{Card-half
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|image=Housing District.png
|target=Housing District
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Districts as a basic building mechanics in {{GAMENAME}}. They allow city to function and provide it with the {{twi|resources}}.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have its own unique and specific role in the city.
{{Card-half
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|image=Industrial District.png
|target=Industrial District
}}
{{Card-half
|title=Logistics District
|image=Logistics District.png
|target=Logistics District
}}
{{Card-half
|title=Extraction District
|image=Extraction District.png
|target=Extraction District
}}
{{Card-half
|title=Food District
|image=Food District.png
|target=Food District
}}
{{Card-half
|title=Housing District
|image=Housing District.png
|target=Housing District
}}
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File:Food District.png
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{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
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| Description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events etc.
}}
{{Card
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}}
{{Card
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|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
}}
{{Card
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|target=Technology Tree|content=List of {{GAMENAME}} Technologies and everything you want to know about them
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{{Card
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{{Card
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{{Card
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{{Card
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|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
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{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community.
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}}
{{Card
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Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community.
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2024-04-04T12:09:46Z
Stankosh
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Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
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Stankosh
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2024-04-04T12:30:11Z
Stankosh
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Stankosh
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Resources
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2024-04-04T03:02:34Z
Stankosh
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Created page with "There are multiple {{PAGENAME}} in {{GAMENAME}}. Some of them are essential for survival, some are being used for construction. Most resources are constantly consumed by the p..."
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There are multiple {{PAGENAME}} in {{GAMENAME}}. Some of them are essential for survival, some are being used for construction. Most resources are constantly consumed by the population and its important to have sufficient amount of {{twi|Districts}} producing them.
==City Status {{PAGENAME}}==
City Status are general type of resources which are showing the current state of the city and current amount of money available.
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{{Card-half
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City Status Resources are crucial for City survival. Depending on the city size there will be some amount of demand for each of those and its up to a Steward to make sure that demand meets the requirements.
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{{Card-half
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{{Card-half
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Stankosh
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There are multiple {{PAGENAME}} in {{GAMENAME}}. Some of them are essential for survival, some are being used for construction. Most resources are constantly consumed by the population and its important to have sufficient amount of {{twi|Districts}} producing them.
==City Status {{PAGENAME}}==
City Status are general type of resources which are showing the current state of the city and current amount of money available.
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}}
{{Card-half
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{{Card-half
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{{Card-half
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{{Card-half
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{{Card-half
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{{Card-half
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{{GAMENAME}}
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{{GAMENAME}}
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{{DISPLAYTITLE:{{GAMENAME}} Text Guides}}
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Frostpunk 2 Wiki and Guides
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{{Template:Welcome|realName=x x|name=Hnaledi}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 09:26, 4 April 2024 (UTC)
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District
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Stankosh
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Districts as a basic building mechanics in {{GAMENAME}}. They allow city to function and provide it with the {{twi|resources}}.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have its own unique and specific role in the city.
{{Card-half
|title=Industrial District
|image=Industrial District.png
|target=Industrial District
}}
{{Card-half
|title=Logistics District
|image=Logistics District.png
|target=Logistics District
}}
{{Card-half
|title=Extraction District
|image=Extraction District.png
|target=Extraction District
}}
{{Card-half
|title=Food District
|image=Food District.png
|target=Food District
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{{Card-half
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|image=Housing District.png
|target=Housing District
}}
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Council
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Stankosh
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{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
==Laws==
*Outsiders
**'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
***Population Growth is slightly increased
***Amount of eligible workers is slightly increased.
Mandatory Schools
Parental Duties
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{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
==Laws==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
Mandatory Schools
Parental Duties
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Stankosh
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{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
==Laws==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
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User talk:M4
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Frostpunk 2 Wiki and Guides
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{{Template:Welcome|realName=x x|name=M4}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 13:41, 4 April 2024 (UTC)
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Events
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2024-04-04T13:46:32Z
Stankosh
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Frostpunk 2 Beta dates were officially announced in the 11 Bit Discord on 5th of April 2024.
Community long anticipated the April Beta dates and finally Tommy made an announcement:
"Frostpunk 2 Beta will be available during April 15-22. Starting at 7PM CEST | 1PM EDT | 10AM PDT.
Return to the unforgiving Frostlands and experience a glimpse of our ambitious sequel in which, among the need to survive, you'll face a new and deadly threat: human nature and its insatiable thirst for power. The Beta features a part of the sandbox mode called the Utopia Builder Preview.
You can play the Beta in English and Simplified Chinese only. All the other languages listed on the store page will be available upon the game's full release.
Also, please make sure to check the system requirements 2 posts above "
In order to participate in the Frostpunk 2 April Beta players should [https://store.steampowered.com/app/1601580/Frostpunk_2/ pre-order Frostpunk 2 Deluxe Edition on Steam].
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{{DISPLAYTITLE:Frostpunk 2 April Beta Dates Announced}}
[[File:Frostpunk 2 April Beta Dates.jpg|thumb]]
Frostpunk 2 Beta dates were officially announced in the 11 Bit Discord on 5th of April 2024.
Community long anticipated the April Beta dates and finally Tommy made an announcement:
==Frostpunk 2 April Beta Dates==
"Frostpunk 2 Beta will be available during April 15-22. Starting at 7PM CEST | 1PM EDT | 10AM PDT.
Return to the unforgiving Frostlands and experience a glimpse of our ambitious sequel in which, among the need to survive, you'll face a new and deadly threat: human nature and its insatiable thirst for power. The Beta features a part of the sandbox mode called the Utopia Builder Preview.
You can play the Beta in English and Simplified Chinese only. All the other languages listed on the store page will be available upon the game's full release.
Also, please make sure to check the system requirements"
==How to get access to Frostpunk 2 April Beta==
In order to participate in the Frostpunk 2 April Beta players should [https://store.steampowered.com/app/1601580/Frostpunk_2/ pre-order Frostpunk 2 Deluxe Edition on Steam].
==Frostpunk 2 April Beta System Requirements==
Along with the beta dates for Frostpunk 2 developers also shared the system requirements for the beta. If final game system requirements will be the same is still remains unknown.
===Minimum Frostpunk 2 April Beta System Requirements===
*Requires a 64-bit Processor and Operating System
*OS: Windows 10/11 64-Bit
*CPU: AMD Ryzen 5/ Intel Core i5 2.5 GHz
*Memory: 8 GB RAM
*GPU: AMD RX 550 4GB VRAM / NVIDIA GTX 1050Ti 4GB VRAM / Intel ARC A310 4GB VRAM
*DirectX: Version 12
*Storage: 30 GB SSD Available Space
*Additional Notes: SSD Required, Ultrawide screen not fully supported during beta.
===Recommended Frostpunk 2 April Beta System Requirements===
*Requires a 64-bit Processor and Operating System
*OS: Windows 10/11 64-Bit
*CPU: AMD Ryzen 7/ Intel Core i7 2.8 GHz
*Memory: 16 GB RAM
*GPU: AMD RX 5700 8GB VRAM / NVIDIA 2060 RTX 8GB VRAM / Intel ARC A770 8GB VRAM
*DirectX: Version 12
*Storage: 30 GB SSD Available Space
*Additional Notes: SSD Required, Ultrawide screen not fully supported during beta.
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{{DISPLAYTITLE:Frostpunk 2 April Beta Dates Announced}}
[[File:Frostpunk 2 April Beta Dates.jpg|thumb]]
Frostpunk 2 Beta dates were officially announced in the 11 Bit Discord on 5th of April 2024.
Community long anticipated the April Beta dates and finally Tommy made an announcement:
==Frostpunk 2 April Beta Dates==
"Frostpunk 2 Beta will be available during April 15-22. Starting at 7PM CEST | 1PM EDT | 10AM PDT.
Return to the unforgiving Frostlands and experience a glimpse of our ambitious sequel in which, among the need to survive, you'll face a new and deadly threat: human nature and its insatiable thirst for power. The Beta features a part of the sandbox mode called the Utopia Builder Preview.
You can play the Beta in English and Simplified Chinese only. All the other languages listed on the store page will be available upon the game's full release.
Also, please make sure to check the system requirements"
==How to get access to Frostpunk 2 April Beta==
In order to participate in the Frostpunk 2 April Beta players should [https://store.steampowered.com/app/1601580/Frostpunk_2/ pre-order Frostpunk 2 Deluxe Edition on Steam].
==Frostpunk 2 April Beta System Requirements==
Along with the beta dates for Frostpunk 2 developers also shared the system requirements for the beta. If final game system requirements will be the same is still remains unknown.
===Minimum Frostpunk 2 April Beta System Requirements===
*Requires a 64-bit Processor and Operating System
*OS: Windows 10/11 64-Bit
*CPU: AMD Ryzen 5/ Intel Core i5 2.5 GHz
*Memory: 8 GB RAM
*GPU: AMD RX 550 4GB VRAM / NVIDIA GTX 1050Ti 4GB VRAM / Intel ARC A310 4GB VRAM
*DirectX: Version 12
*Storage: 30 GB SSD Available Space
*Additional Notes: SSD Required, Ultrawide screen not fully supported during beta.
===Recommended Frostpunk 2 April Beta System Requirements===
*Requires a 64-bit Processor and Operating System
*OS: Windows 10/11 64-Bit
*CPU: AMD Ryzen 7/ Intel Core i7 2.8 GHz
*Memory: 16 GB RAM
*GPU: AMD RX 5700 8GB VRAM / NVIDIA 2060 RTX 8GB VRAM / Intel ARC A770 8GB VRAM
*DirectX: Version 12
*Storage: 30 GB SSD Available Space
*Additional Notes: SSD Required, Ultrawide screen not fully supported during beta.
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{{DISPLAYTITLE:Frostpunk 2 April Beta Dates Announced}}
[[File:Frostpunk 2 April Beta Dates.jpg|thumb]]
Frostpunk 2 Beta dates were officially announced in the 11 Bit Discord on 5th of April 2024.
Community long anticipated the April Beta dates and finally Community Manager Tommy made an announcement:
==Frostpunk 2 April Beta Dates==
"Frostpunk 2 Beta will be available during April 15-22. Starting at 7PM CEST | 1PM EDT | 10AM PDT.
Return to the unforgiving Frostlands and experience a glimpse of our ambitious sequel in which, among the need to survive, you'll face a new and deadly threat: human nature and its insatiable thirst for power. The Beta features a part of the sandbox mode called the Utopia Builder Preview.
You can play the Beta in English and Simplified Chinese only. All the other languages listed on the store page will be available upon the game's full release.
Also, please make sure to check the system requirements"
==How to get access to Frostpunk 2 April Beta==
In order to participate in the Frostpunk 2 April Beta players should [https://store.steampowered.com/app/1601580/Frostpunk_2/ pre-order Frostpunk 2 Deluxe Edition on Steam].
==Frostpunk 2 April Beta System Requirements==
Along with the beta dates for Frostpunk 2 developers also shared the system requirements for the beta. If final game system requirements will be the same is still remains unknown.
===Minimum Frostpunk 2 April Beta System Requirements===
*Requires a 64-bit Processor and Operating System
*OS: Windows 10/11 64-Bit
*CPU: AMD Ryzen 5/ Intel Core i5 2.5 GHz
*Memory: 8 GB RAM
*GPU: AMD RX 550 4GB VRAM / NVIDIA GTX 1050Ti 4GB VRAM / Intel ARC A310 4GB VRAM
*DirectX: Version 12
*Storage: 30 GB SSD Available Space
*Additional Notes: SSD Required, Ultrawide screen not fully supported during beta.
===Recommended Frostpunk 2 April Beta System Requirements===
*Requires a 64-bit Processor and Operating System
*OS: Windows 10/11 64-Bit
*CPU: AMD Ryzen 7/ Intel Core i7 2.8 GHz
*Memory: 16 GB RAM
*GPU: AMD RX 5700 8GB VRAM / NVIDIA 2060 RTX 8GB VRAM / Intel ARC A770 8GB VRAM
*DirectX: Version 12
*Storage: 30 GB SSD Available Space
*Additional Notes: SSD Required, Ultrawide screen not fully supported during beta.
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{{DISPLAYTITLE:Frostpunk 2 April Beta Dates Announced}}
[[File:Frostpunk 2 April Beta Dates.jpg|thumb]]
Frostpunk 2 Beta dates were officially announced in the 11 Bit Discord on 5th of April 2024.
Community long anticipated the April Beta dates and finally Community Manager Tommy made an announcement:
==Frostpunk 2 April Beta Dates==
"Frostpunk 2 Beta will be available during '''April 15-22. Starting at 7PM CEST | 1PM EDT | 10AM PDT.'''
Return to the unforgiving Frostlands and experience a glimpse of our ambitious sequel in which, among the need to survive, you'll face a new and deadly threat: human nature and its insatiable thirst for power. '''The Beta features a part of the sandbox mode called the Utopia Builder Preview.'''
You can play the Beta in '''English and Simplified Chinese''' only. All the other languages listed on the store page will be available upon the game's full release.
Also, please make sure to check the system requirements"
==How to get access to Frostpunk 2 April Beta==
In order to participate in the Frostpunk 2 April Beta players should [https://store.steampowered.com/app/1601580/Frostpunk_2/ pre-order Frostpunk 2 Deluxe Edition on Steam].
==Frostpunk 2 April Beta System Requirements==
Along with the beta dates for Frostpunk 2 developers also shared the system requirements for the beta. If final game system requirements will be the same is still remains unknown.
===Minimum Frostpunk 2 April Beta System Requirements===
*Requires a 64-bit Processor and Operating System
*OS: Windows 10/11 64-Bit
*CPU: AMD Ryzen 5/ Intel Core i5 2.5 GHz
*Memory: 8 GB RAM
*GPU: AMD RX 550 4GB VRAM / NVIDIA GTX 1050Ti 4GB VRAM / Intel ARC A310 4GB VRAM
*DirectX: Version 12
*Storage: 30 GB SSD Available Space
*Additional Notes: SSD Required, Ultrawide screen not fully supported during beta.
===Recommended Frostpunk 2 April Beta System Requirements===
*Requires a 64-bit Processor and Operating System
*OS: Windows 10/11 64-Bit
*CPU: AMD Ryzen 7/ Intel Core i7 2.8 GHz
*Memory: 16 GB RAM
*GPU: AMD RX 5700 8GB VRAM / NVIDIA 2060 RTX 8GB VRAM / Intel ARC A770 8GB VRAM
*DirectX: Version 12
*Storage: 30 GB SSD Available Space
*Additional Notes: SSD Required, Ultrawide screen not fully supported during beta.
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File:Frostpunk 2 April Beta Dates.jpg
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{{GAMENAME}} News, Updates, Patch Notes and Announcements.
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News:Frostpunk 2 Beta Dates Announced
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{{DISPLAYTITLE:Frostpunk 2 April Beta Dates Announced}}
[[File:Frostpunk 2 April Beta Dates.jpg|thumb]]
Great [[Listen:Contents|News]]! Frostpunk 2 Beta dates were officially announced in the 11 Bit Discord on 5th of April 2024.
Community long anticipated the April Beta dates and finally Community Manager Tommy made an announcement:
==Frostpunk 2 April Beta Dates==
"Frostpunk 2 Beta will be available during '''April 15-22. Starting at 7PM CEST | 1PM EDT | 10AM PDT.'''
Return to the unforgiving Frostlands and experience a glimpse of our ambitious sequel in which, among the need to survive, you'll face a new and deadly threat: human nature and its insatiable thirst for power. '''The Beta features a part of the sandbox mode called the Utopia Builder Preview.'''
You can play the Beta in '''English and Simplified Chinese''' only. All the other languages listed on the store page will be available upon the game's full release.
Also, please make sure to check the system requirements"
==How to get access to Frostpunk 2 April Beta==
In order to participate in the Frostpunk 2 April Beta players should [https://store.steampowered.com/app/1601580/Frostpunk_2/ pre-order Frostpunk 2 Deluxe Edition on Steam].
==Frostpunk 2 April Beta System Requirements==
Along with the beta dates for Frostpunk 2 developers also shared the system requirements for the beta. If final game system requirements will be the same is still remains unknown.
===Minimum Frostpunk 2 April Beta System Requirements===
*Requires a 64-bit Processor and Operating System
*OS: Windows 10/11 64-Bit
*CPU: AMD Ryzen 5/ Intel Core i5 2.5 GHz
*Memory: 8 GB RAM
*GPU: AMD RX 550 4GB VRAM / NVIDIA GTX 1050Ti 4GB VRAM / Intel ARC A310 4GB VRAM
*DirectX: Version 12
*Storage: 30 GB SSD Available Space
*Additional Notes: SSD Required, Ultrawide screen not fully supported during beta.
===Recommended Frostpunk 2 April Beta System Requirements===
*Requires a 64-bit Processor and Operating System
*OS: Windows 10/11 64-Bit
*CPU: AMD Ryzen 7/ Intel Core i7 2.8 GHz
*Memory: 16 GB RAM
*GPU: AMD RX 5700 8GB VRAM / NVIDIA 2060 RTX 8GB VRAM / Intel ARC A770 8GB VRAM
*DirectX: Version 12
*Storage: 30 GB SSD Available Space
*Additional Notes: SSD Required, Ultrawide screen not fully supported during beta.
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News:Frostpunk 2 Release Date Announced
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Fantastic [[Listen:Contents|News]]! Frostpunk 2 Official Release date is announced by the developers.
Its 25th of July 2024 for PC, PS5, and Xbox Series X|S. <ref>https://store.steampowered.com/app/1601580/Frostpunk_2/</ref>
Following the long development process now 11 Bit Studios set the official release date of Frostpunk 2 along with a new trailer.
{{#evu:https://www.youtube.com/watch?v=OleG2itr_3o&}}
Frostpunk 2 appears to be a sequel in both title and story, set around thirty years after the events of the original game. While the intense cold seems to have been reduced somewhat, human factions and their conflicts present a greater danger. Apart from the icy wilderness and the politics of survival, fans of Frostpunk are fervently enthusiastic about its music and are hopeful for Piotr Musiał's return to compose for the sequel. More than five years since its debut, the Frostpunk soundtrack saw a second release on vinyl, with pre-order stocks nearly depleted by February 2024.
{{DISPLAYTITLE:Frostpunk 2 Release Date Announced}}
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* Whatever is placed in the <code>title</code> parameter is also what the tile will link to; if for some reason they need to be different, the link can be changed.
* The <code>description</code> for each News can be based on the News, or altered. It can also include links to other using <code><nowiki>{{twi|Page Name}}</nowiki></code>
<includeonly>[[Category:Main page templates|{{PAGENAME}}]]</includeonly>
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This template lists 3 recent [[Listen:Contents|News]] articles and updates on the [[Main Page]].
==Usage==
<pre>{{Card
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|target=News:Name of the Article|content=Description of the Article
|image=image.jpg
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* The <code>image</code> should have an aspect ratio of roughly 2:1 and should not have any transparency. If no suitable image exists on the wiki, a screenshot taken specifically for this template may be uploaded. For example, if an update adds a new mechanics it can be screenshotted in game and cropped later. Once that News "falls off" the Main Page, however, the screenshot should be deleted.
* Whatever is placed in the <code>title</code> parameter is also what the tile will link to; if for some reason they need to be different, the link can be changed.
* The <code>description</code> for each News can be based on the News, or altered. It can also include links to other using <code><nowiki>{{twi|Page Name}}</nowiki></code>
<includeonly>[[Category:Main page templates|{{PAGENAME}}]]</includeonly>
</noinclude>__NOTOC__
3e90f1705d005716b4eb3068bcd13c8b9528d20f
402
401
2024-04-05T16:40:50Z
Stankosh
7
wikitext
text/x-wiki
<!--
read the documentation
before editing this template
-->
==Recent {{GAMENAME}} [[Listen:Contents|News and Updates]]==
{{Card
|title=[[Listen:Frostpunk 2 Beta Dates Announced|Frostpunk 2 Beta Dates Announced]]
|target=News:Frostpunk 2 Beta Dates Announced|content={{GAMENAME}} April Beta dates official announcement
|image=banner.jpg
}}
{{Card
|title=[[Listen:Frostpunk 2 Release Date Announced|Frostpunk 2 Release Date Announced]]
|target=News:Frostpunk 2 Release Date Announced|content={{GAMENAME}} release date official announcement
|image=banner.jpg
}}
<noinclude>
This template lists 3 recent [[Listen:Contents|News]] articles and updates on the [[Main Page]].
==Usage==
<pre>{{Card
|title=[[Listen:Name of the Article|Name of the Article]]
|target=News:Name of the Article|content=Description of the Article
|image=image.jpg
}}</pre>
* The <code>image</code> should have an aspect ratio of roughly 2:1 and should not have any transparency. If no suitable image exists on the wiki, a screenshot taken specifically for this template may be uploaded. For example, if an update adds a new mechanics it can be screenshotted in game and cropped later. Once that News "falls off" the Main Page, however, the screenshot should be deleted.
* Whatever is placed in the <code>title</code> parameter is also what the tile will link to; if for some reason they need to be different, the link can be changed.
* The <code>description</code> for each News can be based on the News, or altered. It can also include links to other using <code><nowiki>{{twi|Page Name}}</nowiki></code>
<includeonly>[[Category:Main page templates|{{PAGENAME}}]]</includeonly>
</noinclude>__NOTOC__
fe6aa0476295941086a59c453d3318144eafcc7b
403
402
2024-04-05T16:43:05Z
Stankosh
7
wikitext
text/x-wiki
<!--
read the documentation
before editing this template
-->
==<center>Recent {{GAMENAME}} [[Listen:Contents|News and Updates]]</center>==
{{Card
|title=[[Listen:Frostpunk 2 Beta Dates Announced|Frostpunk 2 Beta Dates Announced]]
|target=News:Frostpunk 2 Beta Dates Announced|content={{GAMENAME}} April Beta dates official announcement
|image=banner.jpg
}}
{{Card
|title=[[Listen:Frostpunk 2 Release Date Announced|Frostpunk 2 Release Date Announced]]
|target=News:Frostpunk 2 Release Date Announced|content={{GAMENAME}} release date official announcement
|image=banner.jpg
}}
<noinclude>
This template lists 3 recent [[Listen:Contents|News]] articles and updates on the [[Main Page]].
==Usage==
<pre>{{Card
|title=[[Listen:Name of the Article|Name of the Article]]
|target=News:Name of the Article|content=Description of the Article
|image=image.jpg
}}</pre>
* The <code>image</code> should have an aspect ratio of roughly 2:1 and should not have any transparency. If no suitable image exists on the wiki, a screenshot taken specifically for this template may be uploaded. For example, if an update adds a new mechanics it can be screenshotted in game and cropped later. Once that News "falls off" the Main Page, however, the screenshot should be deleted.
* Whatever is placed in the <code>title</code> parameter is also what the tile will link to; if for some reason they need to be different, the link can be changed.
* The <code>description</code> for each News can be based on the News, or altered. It can also include links to other using <code><nowiki>{{twi|Page Name}}</nowiki></code>
<includeonly>[[Category:Main page templates|{{PAGENAME}}]]</includeonly>
</noinclude>__NOTOC__
4cb3babfe72c1e3c8787fe297bf47c4ab87e060a
407
403
2024-04-05T19:13:26Z
Stankosh
7
wikitext
text/x-wiki
<!--
read the documentation
before editing this template
-->
==<center>Recent {{GAMENAME}} [[Listen:Contents|News and Updates]]</center>==
{{Card
|title=[[Listen:Frostpunk 2 Beta Dates Announced|Frostpunk 2 Beta Dates Announced]]
|target=News:Frostpunk 2 Beta Dates Announced|content={{GAMENAME}} April Beta dates official announcement
|image=Art.jpg
}}
{{Card
|title=[[Listen:Frostpunk 2 Release Date Announced|Frostpunk 2 Release Date Announced]]
|target=News:Frostpunk 2 Release Date Announced|content={{GAMENAME}} release date official announcement
|image=Art.jpg
}}
<noinclude>
This template lists 3 recent [[Listen:Contents|News]] articles and updates on the [[Main Page]].
==Usage==
<pre>{{Card
|title=[[Listen:Name of the Article|Name of the Article]]
|target=News:Name of the Article|content=Description of the Article
|image=image.jpg
}}</pre>
* The <code>image</code> should have an aspect ratio of roughly 2:1 and should not have any transparency. If no suitable image exists on the wiki, a screenshot taken specifically for this template may be uploaded. For example, if an update adds a new mechanics it can be screenshotted in game and cropped later. Once that News "falls off" the Main Page, however, the screenshot should be deleted.
* Whatever is placed in the <code>title</code> parameter is also what the tile will link to; if for some reason they need to be different, the link can be changed.
* The <code>description</code> for each News can be based on the News, or altered. It can also include links to other using <code><nowiki>{{twi|Page Name}}</nowiki></code>
<includeonly>[[Category:Main page templates|{{PAGENAME}}]]</includeonly>
</noinclude>__NOTOC__
319ff4dd364d1cb621eac1596e04e64e08f8651e
Main Page
0
112
400
368
2024-04-05T16:39:56Z
Stankosh
7
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| Description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events etc.
}}
{{Recent News}}
{{Card
|title=[[Districts|Districts and Buildings]]
|target=Districts|content=List of {{GAMENAME}} Districts and their description, as well as Buildings.
|image=Districts Card.png
}}
{{Card
|title=[[Book of Laws]]
|target=Book of Laws|content={{GAMENAME}} Book of Laws, its options and development paths.
|image=Council Card.png
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
|image=Generator Card.jpg
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
|image=Resources Card.jpg
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
|image=Events Card.jpg
}}
{{Card
|title=[[Technology Tree]]
|target=Technology Tree|content=List of {{GAMENAME}} Technologies and everything you want to know about them
|image=Technology Tree Card.jpg
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
|image=Game Mechanics Card.jpg
}}
{{Card
|title=[[Lore]]
|target=Lore|content={{GAMENAME}} Lore, story and world information
|image=Lore Card.jpg
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
|image=Text Guides Card.png
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
|image=Video Guides Card.png
}}
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community.
afb5d4dec470741f37578212d3aee65c75a018c5
409
400
2024-04-06T13:43:37Z
Stankosh
7
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| Description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events etc.
}}
{{Recent News}}
{{Card
|title=[[Districts|Districts and Buildings]]
|target=Districts|content=List of {{GAMENAME}} Districts and their description, as well as Buildings.
|image=Districts Card.png
}}
{{Card
|title=[[Book of Laws]]
|target=Book of Laws|content={{GAMENAME}} Book of Laws, its options and development paths.
|image=Council Card.png
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
|image=Generator Card.jpg
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
|image=Resources Card.jpg
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
|image=Events Card.jpg
}}
{{Card
|title=[[Technology Tree]]
|target=Technology Tree|content=List of {{GAMENAME}} Technologies and everything you want to know about them
|image=Technology Tree Card.jpg
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
|image=Game Mechanics Card.jpg
}}
{{Card
|title=[[Lore]]
|target=Lore|content={{GAMENAME}} Lore, story and world information
|image=Lore Card.jpg
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
|image=Text Guides Card.png
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
|image=Video Guides Card.png
}}
==About {{GAMENAME}} Wiki==
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
==How to edit and add to {{GAMENAME}} Wiki==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community.
b31e5032906e2b16ff14fb14034e64e77d5599ac
410
409
2024-04-06T13:44:09Z
Stankosh
7
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| Description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events etc.
}}
{{Recent News}}
{{Card
|title=[[Districts|Districts and Buildings]]
|target=Districts|content=List of {{GAMENAME}} Districts and their description, as well as Buildings.
|image=Districts Card.png
}}
{{Card
|title=[[Book of Laws]]
|target=Book of Laws|content={{GAMENAME}} Book of Laws, its options and development paths.
|image=Council Card.png
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
|image=Generator Card.jpg
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
|image=Resources Card.jpg
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
|image=Events Card.jpg
}}
{{Card
|title=[[Technology Tree]]
|target=Technology Tree|content=List of {{GAMENAME}} Technologies and everything you want to know about them
|image=Technology Tree Card.jpg
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
|image=Game Mechanics Card.jpg
}}
{{Card
|title=[[Lore]]
|target=Lore|content={{GAMENAME}} Lore, story and world information
|image=Lore Card.jpg
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
|image=Text Guides Card.png
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
|image=Video Guides Card.png
}}
==<center>About {{GAMENAME}} Wiki</center>==
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community.
c68577ec28301fa8354a5d37f1301ebc08769365
434
410
2024-04-15T19:01:29Z
Stankosh
7
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| Description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events etc.
}}
{{Recent News}}
{{Card
|title=[[Districts|Districts and Buildings]]
|target=Districts|content=List of {{GAMENAME}} Districts and their description, as well as Buildings.
|image=Districts Card.png
}}
{{Card
|title=[[Council]]
|target=Council|content={{GAMENAME}} Council and Laws.
|image=Council Card.png
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
|image=Generator Card.jpg
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
|image=Resources Card.jpg
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
|image=Events Card.jpg
}}
{{Card
|title=[[Research Institute]]
|target=Research Institute|content=List of {{GAMENAME}} Research Technologies and everything you want to know about them
|image=Technology Tree Card.jpg
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
|image=Game Mechanics Card.jpg
}}
{{Card
|title=[[Lore]]
|target=Lore|content={{GAMENAME}} Lore, story and world information
|image=Lore Card.jpg
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
|image=Text Guides Card.png
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
|image=Video Guides Card.png
}}
==<center>About {{GAMENAME}} Wiki</center>==
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community.
a6b868c0466a0d257ad7ddd04d38d930908a3da5
File:Banner.jpg
6
117
404
284
2024-04-05T16:50:36Z
Stankosh
7
Stankosh uploaded a new version of [[File:Banner.jpg]]
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Art.jpg
6
173
405
2024-04-05T19:11:24Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
User talk:Roacheboy
3
174
408
2024-04-06T00:06:07Z
Frostpunk 2 Wiki and Guides
9
Adding [[Template:Welcome|welcome message]] to new user's talk page
wikitext
text/x-wiki
{{Template:Welcome|realName=x x|name=Roacheboy}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 00:06, 6 April 2024 (UTC)
ac7625f63748385dee9d5ed1451036b96a7cc740
User talk:Pierre ilsak
3
175
411
2024-04-06T14:09:45Z
Frostpunk 2 Wiki and Guides
9
Adding [[Template:Welcome|welcome message]] to new user's talk page
wikitext
text/x-wiki
{{Template:Welcome|realName=x x|name=Pierre ilsak}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 14:09, 6 April 2024 (UTC)
03fe90d3bfd9542ce45eadb3acd7ca891b7ece46
User talk:Techhead7890
3
176
412
2024-04-15T10:21:19Z
Frostpunk 2 Wiki and Guides
9
Adding [[Template:Welcome|welcome message]] to new user's talk page
wikitext
text/x-wiki
{{Template:Welcome|realName=x x|name=Techhead7890}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 10:21, 15 April 2024 (UTC)
b1f0f88a367bccea0cec21c3d1130af5e44ad546
Game Mechanics
0
128
413
316
2024-04-15T10:41:52Z
Techhead7890
17
Adding some more example cards, using some of the FP1 fandom wiki page's ideas as predicted topics
wikitext
text/x-wiki
{{GAMENAME}} Have variety of Game Mechanics that will have significant effect on the gameplay.
{{Card
|title=[[Factions]]
|target=Factions
|content=Factions are major force in {{GAMENAME}}. People belonging to the factions will vote on the {{twi|Book_of_Laws|laws}}, depending on the faction views they might or might not match the {{twi|Book_of_Laws|laws}} that are being passed.
}}
{{Card
|title=[[Population]]
|target=
|content=The player's city is inhabited by various workers of many types, and their children. People will immigrate to the city in search of safety and work.
}}
{{Card
|title=[[Book of Laws]]
|target=
|content=Laws are a way of advancing the city's customs and culture, and a form of progression in the game that can unlock new buildings or features, deciding how the scenario will play out.
}}
{{Card
|title=[[Heat]]
|content=
}}
{{Card
|title=[[Events]]
|content=
}}
{{Card
|title=[[Technology Tree]]
|content=
}}
{{Card
|title=[[Sickness]]
|content=
}}
84b8a9fd1f580e98ee17cb19e91be598eef8c39f
416
413
2024-04-15T11:30:00Z
Techhead7890
17
refining factions
wikitext
text/x-wiki
Frostpunk 2 features a variety of Game Mechanics that define the gameplay.
{{Card
|title=[[Events]]
|content=These may be story related or pose challenges to the player.
}}
{{Card
|title=[[Factions]]
|target=Factions
|content=The factions will interact with the {{twi|Book_of_Laws|laws}}, and people belonging to the factions will react to the legal situation. Depending on the faction views they may see the situation favorably or become angry and apply pressure to the Steward to make changes. The definition of who each faction includes may be work or ideology related.
}}
{{Card
|title=[[Population]]
|target=
|content=The player's city is inhabited by various workers of many types, and their children. People will immigrate to the city in search of safety and work.
}}
{{Card
|title=[[Book of Laws]]
|target=
|content=Laws are a way of advancing the city's customs and culture, and a form of progression in the game that can unlock new buildings or features, deciding how the scenario will play out.
}}
{{Card
|title=[[Technology Tree]]
|content=A likely progression system to unlock more buildings or features.
}}
{{Card
|title=[[Heat]]
|content= There is a generator at the centre of the city that protects the citizens against the cold.
}}
{{Card
|title=[[Sickness]]
|content=If people do not have heat, they may get sick.
}}
{{Card
|title=[[Scenarios]]
|content=There may be maps or scenarios with varied starting settings or objectives.
}}
64296d846d9f37369019df0d402b629ad89a51d9
417
416
2024-04-15T11:34:19Z
Techhead7890
17
add resources card
wikitext
text/x-wiki
Frostpunk 2 features a variety of Game Mechanics that define the gameplay.
{{Card
|title=[[Events]]
|content=These may be story related or pose challenges to the player.
}}
{{Card
|title=[[Factions]]
|target=Factions
|content=The factions will interact with the {{twi|Book_of_Laws|laws}}, and people belonging to the factions will react to the legal situation. Depending on the faction views they may see the situation favorably or become angry and apply pressure to the Steward to make changes. The definition of who each faction includes may be work or ideology related.
}}
{{Card
|title=[[Population]]
|target=
|content=The player's city is inhabited by various workers of many types, and their children. People will immigrate to the city in search of safety and work.
}}
{{Card
|title=[[Book of Laws]]
|target=
|content=Laws are a way of advancing the city's customs and culture, and a form of progression in the game that can unlock new buildings or features, deciding how the scenario will play out.
}}
{{Card
|title=[[Technology Tree]]
|content=A likely progression system to unlock more buildings or features.
}}
{{Card
|title=[[Resources]]
|content= Used to complete actions, help citizens, or build districts.
}}
{{Card
|title=[[Heat]]
|content= There is a [[generator]] at the centre of the city that protects the citizens against the cold.
}}
{{Card
|title=[[Sickness]]
|content=If people do not have heat, they may get sick.
}}
{{Card
|title=[[Scenarios]]
|content=There may be maps or scenarios with varied starting settings or objectives.
}}
83eec26972370e2b1bcfed011cfd1c85c1e0871b
User:Techhead7890
2
177
414
2024-04-15T11:09:14Z
Techhead7890
17
copyright licensing my contribs as CC-BY-SA, which includes permitting commercial reuse
wikitext
text/x-wiki
As [[Project:Copyrights]] does not exist, I am assuming a Creative Commons Attribution-ShareAlike 4.0 license on contributions. This is similar to (but not identical) to that of Wikipedia and other wikis. Summary:
==Creative Commons Attribution-ShareAlike 4.0 International==
This license requires that reusers give credit to the creator. It allows reusers to distribute, remix, adapt, and build upon the material in any medium or format, even for commercial purposes. If others remix, adapt, or build upon the material, they must license the modified material under identical terms.
BY: Credit must be given to you, the creator.
SA: Adaptations must be shared under the same terms.
For more information: https://creativecommons.org/licenses/by-sa/4.0/
0e398d3f5541a0e2def13053b93248a25261d726
415
414
2024-04-15T11:09:43Z
Techhead7890
17
personal contribs, not all contribs
wikitext
text/x-wiki
As [[Project:Copyrights]] does not exist, I am assuming a Creative Commons Attribution-ShareAlike 4.0 license on my personal contributions. This is similar to (but not identical) to that of Wikipedia and other wikis. Summary:
==Creative Commons Attribution-ShareAlike 4.0 International==
This license requires that reusers give credit to the creator. It allows reusers to distribute, remix, adapt, and build upon the material in any medium or format, even for commercial purposes. If others remix, adapt, or build upon the material, they must license the modified material under identical terms.
BY: Credit must be given to you, the creator.
SA: Adaptations must be shared under the same terms.
For more information: https://creativecommons.org/licenses/by-sa/4.0/
1a141f687449fd8abc3876b0819cde4d7175574f
Template:Card
10
17
418
271
2024-04-15T11:40:39Z
Techhead7890
17
attempt to make header and image indentation more readable
wikitext
text/x-wiki
<includeonly>
<div class="game-vault-card"><!--
-->{{#if: {{{header|}}}<!--
-->|<div class="game-vault-card-header">{{{header|}}}<!--
--></div><!--
-->}}<!--
-->{{#if: {{{image|}}}<!--
-->|<div class="game-vault-card-image {{#if: {{{header|}}}|with-header}}"><!--
-->[[File:{{PAGENAME:{{{image|}}} }}|class=notpageimage img-fluid<!--
-->|link={{#if:{{{target|}}}<!--
-->|{{fullurl: {{{target|}}} }}<!--
-->}}<!--
-->]]<!--
--></div><!--
-->}}<!--
--><div class="game-vault-card-body"><!--
--><div><!--
-->{{#if: {{{tagline|}}} |<div class="game-vault-card-body-tagline">{{{tagline|}}}</div>}}<!--
-->{{#if: {{{title|}}} |<div class="game-vault-card-body-title">{{{title|}}}</div>}}<!--
--></div><!--
-->{{#if: {{{content|}}} |<div class="game-vault-card-body-text">
{{{content|}}}
</div>}}<!--
--></div><!--
-->{{#if: {{{footer|}}} |<div class="game-vault-card-footer">{{{footer|}}}</div>}}
</div></includeonly><noinclude>
{{template doc}}
</noinclude>
cd060066005c10d3eed9ee472de6db6c11004f1e
Steward
0
178
419
2024-04-15T11:49:08Z
Techhead7890
17
brief stub
wikitext
text/x-wiki
The player is known as the city '''Steward'''.
==Speculation==
If the player makes poor decisions, upsetting the [[faction]]s or failing to provide for the [[people]] and citizens, they may form some kind of revolution [[event]] that ends the game.
62bc21381528bf153866c93bfad17406d5726d3e
District
0
132
420
372
2024-04-15T11:50:45Z
Techhead7890
17
/* {{GAMENAME}} District Types */ dense housing placeholder (also there is exp. extraction, but we don't know what that stands for)
wikitext
text/x-wiki
Districts as a basic building mechanics in {{GAMENAME}}. They allow city to function and provide it with the {{twi|resources}}.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have its own unique and specific role in the city.
{{Card-half
|title=Industrial District
|image=Industrial District.png
|target=Industrial District
}}
{{Card-half
|title=Logistics District
|image=Logistics District.png
|target=Logistics District
}}
{{Card-half
|title=Extraction District
|image=Extraction District.png
|target=Extraction District
}}
{{Card-half
|title=Food District
|image=Food District.png
|target=Food District
}}
{{Card-half
|title=Housing District
|image=Housing District.png
|target=Housing District
}}
{{Card-half
|title=Dense Housing District (placeholder)
|image=Dense Housing District.png
|target=Dense Housing District
}}
{{Card-half
|title=Air Transport Hub
|image=Air Transport Hub District.png
|target=Air Transport Hub
}}
f8820e98cb97ec4198c2139617b2f441e59f907c
439
420
2024-04-15T19:21:16Z
Stankosh
7
/* Frostpunk 2 District Types */
wikitext
text/x-wiki
Districts as a basic building mechanics in {{GAMENAME}}. They allow city to function and provide it with the {{twi|resources}}.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have its own unique and specific role in the city.
{{Card
|header=[[Industrial District]]
|target=Industrial District
|content=Production of processed goods and other materials.
|footer=<span class="float-right">[[Industrial District|More info on Industrial District>]]</span>
}}
{{Card
|header=[[Logistics District]]
|target=Logistics District
|content=Enables sending frostland charting expeditions and moving resources between cities and outposts.
|footer=<span class="float-right">[[Logistics District|More info on Logistics District>]]</span>
}}
{{Card
|header=[[Extraction District]]
|target=Extraction District
|content=Raw Resources extraction. Can be constructed on different types of deposits.
|footer=<span class="float-right">[[Extraction District|More info on Extraction District>]]</span>
}}
{{Card-half|title=Food District|image=Food District.png|target=Food District}}
{{Card-half|title=Housing District|image=Housing District.png|target=Housing District}}
{{Card-half|title=Dense Housing District (placeholder)|image=Dense Housing District.png|target=Dense Housing District}}
=={{GAMENAME}} Hub Types==
{{Card-half|title=Air Transport Hub|image=Air Transport Hub District.png|target=Air Transport Hub}}
158d1d1dbc4864f3f57c18ed4812796060e047dc
440
439
2024-04-15T21:28:50Z
Techhead7890
17
full variant of both types rather than being half/half
wikitext
text/x-wiki
Districts as a basic building mechanics in {{GAMENAME}}. They allow city to function and provide it with the {{twi|resources}}.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have its own unique and specific role in the city.
{{Card-half
|title=Industrial District
|image=Industrial District.png
|target=Industrial District
}}
{{Card-half
|title=Logistics District
|image=Logistics District.png
|target=Logistics District
}}
{{Card-half
|title=Extraction District
|image=Extraction District.png
|target=Extraction District
}}
{{Card-half|title=Food District|image=Food District.png|target=Food District}}
{{Card-half|title=Housing District|image=Housing District.png|target=Housing District}}
===Detailed===
{{Card
|header=[[Industrial District]]
<!--|image=Industrial District.png-->
|target=Industrial District
|content=Production of processed goods and other materials.
|footer=<span class="float-right">[[Industrial District|More info on Industrial District>]]</span>
}}
{{Card
|header=[[Logistics District]]
|target=Logistics District
|content=Enables sending frostland charting expeditions and moving resources between cities and outposts.
|footer=<span class="float-right">[[Logistics District|More info on Logistics District>]]</span>
}}
{{Card
|header=[[Extraction District]]
|target=Extraction District
|content=Raw Resources extraction. Can be constructed on different types of deposits.
|footer=<span class="float-right">[[Extraction District|More info on Extraction District>]]</span>
}}
{{Card
|header=[[Food District]]
<!--|image=Industrial District.png-->
|target=Food District
|content=Production of Food to eat.
|footer=<span class="float-right">[[Food District|More info on Food District>]]</span>
}}
{{Card
|header=[[Housing District]]
<!--|image=Industrial District.png-->
|target=Housing District
|content=Shelter for the people.
|footer=<span class="float-right">[[Housing District|More info on Housing District>]]</span>
}}
=={{GAMENAME}} Hub Types==
{{Card-half|title=Air Transport Hub|image=Air Transport Hub District.png|target=Air Transport Hub}}
Reduces workforce costs in a 2-tile radius around it.
30b433b22fa968eb7c69b8d9c4a841fc649b358f
444
440
2024-04-16T02:35:43Z
Stankosh
7
/* {{GAMENAME}} District Types */
wikitext
text/x-wiki
Districts as a basic building mechanics in {{GAMENAME}}. They allow city to function and provide it with the {{twi|resources}}.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have its own unique and specific role in the city.
{{Card
|header=[[Central District]]
<!--|image=Industrial District.png-->
|target=Central District
|content=Central District houses Generator and other important City buildings like Council
|footer=<span class="float-right">[[Central District|More info on Central District>]]</span>
}}
{{Card
|header=[[Industrial District]]
<!--|image=Industrial District.png-->
|target=Industrial District
|content=Production of processed goods and other materials.
|footer=<span class="float-right">[[Industrial District|More info on Industrial District>]]</span>
}}
{{Card
|header=[[Logistics District]]
|target=Logistics District
|content=Enables sending frostland charting expeditions and moving resources between cities and outposts.
|footer=<span class="float-right">[[Logistics District|More info on Logistics District>]]</span>
}}
{{Card
|header=[[Extraction District]]
|target=Extraction District
|content=Raw Resources extraction. Can be constructed on different types of deposits.
|footer=<span class="float-right">[[Extraction District|More info on Extraction District>]]</span>
}}
{{Card
|header=[[Food District]]
<!--|image=Industrial District.png-->
|target=Food District
|content=Production of Food to eat.
|footer=<span class="float-right">[[Food District|More info on Food District>]]</span>
}}
{{Card
|header=[[Housing District]]
<!--|image=Industrial District.png-->
|target=Housing District
|content=Shelter for the people.
|footer=<span class="float-right">[[Housing District|More info on Housing District>]]</span>
}}
=={{GAMENAME}} Hub Types==
{{Card-half|title=Air Transport Hub|image=Air Transport Hub District.png|target=Air Transport Hub}}
Reduces workforce costs in a 2-tile radius around it.
3a376331c3293637710e847cfc867ba1d3f2d859
Resource
0
179
421
2024-04-15T11:54:38Z
Techhead7890
17
plural redir to [[Resources]]
wikitext
text/x-wiki
#REDIRECT [[Resources]]
a3d3a69226808bc89a0e7045b129a26006e67ca0
Law
0
180
422
2024-04-15T11:55:47Z
Techhead7890
17
simplest form of title. redir to [[Book of Laws]]
wikitext
text/x-wiki
#REDIRECT [[Book of Laws]]
01dee9d0b4cfc4605a37445a8d413d769ca5929a
Template:Template with image
10
78
423
295
2024-04-15T11:58:51Z
Techhead7890
17
Techhead7890 moved page [[Template:Twi]] to [[Template:Template with image]]: to make purpose more obvious, while replacing with a redirect to allow typing {{twi|...}}
wikitext
text/x-wiki
<includeonly><span style="display:inline; white-space: nowrap;"><!--
-->{{#if: {{#show:{{{1}}}|?icon}}
|[[image:{{PAGENAME:{{#show:{{{1}}}|?icon|link=none|limit=1|searchlabel=}}}}|link={{{1}}}|24px|class=mr-35]]
|
}}[[{{{1}}}|{{#if:{{{2|}}}|{{{2}}}|{{PAGENAME:{{{1}}}}}}}]]</span></includeonly><noinclude>
{{template doc}}
</noinclude>
3cd4654f71a3fc5020b53c88a7ee1147f15fafc7
Template:Twi
10
181
424
2024-04-15T11:58:51Z
Techhead7890
17
Techhead7890 moved page [[Template:Twi]] to [[Template:Template with image]]: to make purpose more obvious, while replacing with a redirect to allow typing {{twi|...}}
wikitext
text/x-wiki
#REDIRECT [[Template:Template with image]]
58bb4756c15c66a0b2c5d60fc0f31340b79f96bc
Template:Template with image/doc
10
101
425
236
2024-04-15T11:58:51Z
Techhead7890
17
Techhead7890 moved page [[Template:Twi/doc]] to [[Template:Template with image/doc]]: to make purpose more obvious, while replacing with a redirect to allow typing {{twi|...}}
wikitext
text/x-wiki
;Description
This is a simple template to allow related Icons to be placed next to the Page links.
;Syntax
To make an icon and a link to the page, simply use code:
<pre>
{{twi|PageName}}
</pre>
;Result
For example here is what you get for the page [[Project:Coins]]:
{{twi|Project:Coins}}
;How it works
In order to assign an Icon to a specific Page you will need to assign an image to the page as an icon.
Go to the required page and add a code:
<pre>
{{#set: icon=File:coins black.png}}
</pre>
After this, you can use Twi template to call that icon next to the page link.
ea98e8268f2611ce49796853e8f603496d4fca1d
Template:Twi/doc
10
182
426
2024-04-15T11:58:51Z
Techhead7890
17
Techhead7890 moved page [[Template:Twi/doc]] to [[Template:Template with image/doc]]: to make purpose more obvious, while replacing with a redirect to allow typing {{twi|...}}
wikitext
text/x-wiki
#REDIRECT [[Template:Template with image/doc]]
59f9477d256e04fb7a4967b55b974d6f78e748ee
Template:District
10
183
427
2024-04-15T18:31:53Z
Stankosh
7
Created page with "{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;" |- ! colspan="2" style="background-color: #303030; color: #FFFFF..."
wikitext
text/x-wiki
{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Construction Costs
|-
{{#if: {{{Workforce Construction|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Construction|N/A}}} {{#set:Workforce Construction={{{Workforce Construction}}}}}
|-
{{#if: {{{Heatstamps Construction|}}}||{{!}}-}} | [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]] || {{{Heatstamps Construction|N/A}}} {{#set:Heatstamps Construction={{{Heatstamps Construction}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Requirements
|-
{{#if: {{{Workforce Requirements|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Requirements|N/A}}} {{#set:Workforce Requirements={{{Workforce Requirements}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Demand
|-
{{#if: {{{Materials Demand|}}}||{{!}}-}} | [[{{#show:Materials|?icon|link=none|default=File:NoIcon.png}}|link=Materials|24px|class=mr-35]] [[Materials]] || {{{Materials Demand|N/A}}} {{#set:Materials Demand={{{Materials Demand}}}}}
|-
{{#if: {{{Heat Demand|}}}||{{!}}-}} | [[{{#show:Heat|?icon|link=none|default=File:NoIcon.png}}|link=Heat|24px|class=mr-35]] [[Heat]] || {{{Heat Demand|N/A}}} {{#set:Heat Demand={{{Heat Demand}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Output
|-
|-
{{#if: {{{Output1|}}}||{{!}}-}} | [[{{#show:{{{Output1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output1}}}|24px|class=mr-35]] [[Output::{{{Output1}}} | {{{Output1}}}]] || {{{Output1 Amount|N/A}}}
|-
{{#if: {{{Output2|}}}||{{!}}-}} | [[{{#show:{{{Output2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output2}}}|24px|class=mr-35]] [[Output::{{{Output2}}} | {{{Output2}}}]] || {{{Output2 Amount|N/A}}}
|-
{{#if: {{{Output3|}}}||{{!}}-}} | [[{{#show:{{{Output3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output3}}}|24px|class=mr-35]] [[Output::{{{Output3}}} | {{{Output3}}}]] || {{{Output3 Amount|N/A}}}
|-
{{#if: {{{Output4|}}}||{{!}}-}} | [[{{#show:{{{Output4}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output4}}}|24px|class=mr-35]] [[Output::{{{Output4}}} | {{{Output4}}}]] || {{{Output4 Amount|N/A}}}
|-
{{#if: {{{Output5|}}}||{{!}}-}} | [[{{#show:{{{Output5}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output5}}}|24px|class=mr-35]] [[Output::{{{Output5}}} | {{{Output5}}}]] || {{{Output5 Amount|N/A}}}
|-
{{#if: {{{Output6|}}}||{{!}}-}} | [[{{#show:{{{Output6}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output6}}}|24px|class=mr-35]] [[Output::{{{Output6}}} | {{{Output6}}}]] || {{{Output6 Amount|N/A}}}
|}
2a322b0830df5ffd22788d2a636d8292f24e43d9
Extraction District
0
184
428
2024-04-15T18:36:37Z
Stankosh
7
Created page with "{{District |Workforce Construction=600 |Heatstamps Construction=120 |Workforce Requirements=600 |Materials Demand=50 |Heat Demand= |Output1=Coal |Output1 Amount=120 |Output2=M..."
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Coal
|Output1 Amount=120
|Output2=Materials
|Output2 Amount=150
|Output3=Materials
|Output3 Amount=200
}}
Raw Resources extraction. Can be constructed on different types of deposits.
ed1a7fea27c4afc032241cbae02d0d2fc3f2fe47
429
428
2024-04-15T18:45:45Z
Stankosh
7
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Coal
|Output1 Amount=120
|Output2=Materials
|Output2 Amount=150
|Output3=Materials
|Output3 Amount=200
}}
Raw Resources extraction. Can be constructed on different types of deposits.
== {{PAGENAME}} Buildings ==
518ecb4659520feebe91da6ed9a069351e574ca7
430
429
2024-04-15T18:56:33Z
Stankosh
7
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Coal
|Output1 Amount=120
|Output2=Materials
|Output2 Amount=150
|Output3=Materials
|Output3 Amount=200
}}
Raw Resources extraction. Can be constructed on different types of deposits.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ Caption text
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 120 {{twi|Coal}} / 150 {{twi|Materials}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 150 {{twi|Coal}} / 190 {{twi|Materials}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Dust Coal Mine
|image=Dust Coal Mine.png
|target=Dust Coal Mine
}}
{{Card-half
|title=Untreated Wood Sawmill
|image=Untreated Wood Sawmill.png
|target=Untreated Wood Sawmill
}}
c0e8f7d3ff375a3ff1c70f37b7e26d11fb88688a
431
430
2024-04-15T18:57:19Z
Stankosh
7
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Coal
|Output1 Amount=120
|Output2=Materials
|Output2 Amount=150
|Output3=Materials
|Output3 Amount=200
}}
{{#set: icon=File:{{PAGENAME}}.png}}
Raw Resources extraction. Can be constructed on different types of deposits.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ Caption text
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 120 {{twi|Coal}} / 150 {{twi|Materials}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 150 {{twi|Coal}} / 190 {{twi|Materials}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Dust Coal Mine
|image=Dust Coal Mine.png
|target=Dust Coal Mine
}}
{{Card-half
|title=Untreated Wood Sawmill
|image=Untreated Wood Sawmill.png
|target=Untreated Wood Sawmill
}}
e8b7f05271955457b0bb26fd42125c9ced17e2ca
437
431
2024-04-15T19:10:37Z
Stankosh
7
/* {{PAGENAME}} Expansions */
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Coal
|Output1 Amount=120
|Output2=Materials
|Output2 Amount=150
|Output3=Materials
|Output3 Amount=200
}}
{{#set: icon=File:{{PAGENAME}}.png}}
Raw Resources extraction. Can be constructed on different types of deposits.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 120 {{twi|Coal}} / 150 {{twi|Materials}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 150 {{twi|Coal}} / 190 {{twi|Materials}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Dust Coal Mine
|image=Dust Coal Mine.png
|target=Dust Coal Mine
}}
{{Card-half
|title=Untreated Wood Sawmill
|image=Untreated Wood Sawmill.png
|target=Untreated Wood Sawmill
}}
d20aff80372436e3b432c9ce6db67dbc35267cf4
438
437
2024-04-15T19:14:49Z
Stankosh
7
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Coal
|Output1 Amount=120
|Output2=Materials
|Output2 Amount=150
|Output3=Materials
|Output3 Amount=200
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Raw Resources extraction. Can be constructed on different types of deposits.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 120 {{twi|Coal}} / 150 {{twi|Materials}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 150 {{twi|Coal}} / 190 {{twi|Materials}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Dust Coal Mine
|image=Dust Coal Mine.png
|target=Dust Coal Mine
}}
{{Card-half
|title=Untreated Wood Sawmill
|image=Untreated Wood Sawmill.png
|target=Untreated Wood Sawmill
}}
d107f8ed570811cc21adf306cafc5ffc367710d4
441
438
2024-04-15T21:30:41Z
Techhead7890
17
adjust intro text
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Coal
|Output1 Amount=120
|Output2=Materials
|Output2 Amount=150
|Output3=Materials
|Output3 Amount=200
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces raw [[resource]]s including coal and materials. Can be constructed on different types of deposits such as coal, wood or iron.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 120 {{twi|Coal}} / 150 {{twi|Materials}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 150 {{twi|Coal}} / 190 {{twi|Materials}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Dust Coal Mine
|image=Dust Coal Mine.png
|target=Dust Coal Mine
}}
{{Card-half
|title=Untreated Wood Sawmill
|image=Untreated Wood Sawmill.png
|target=Untreated Wood Sawmill
}}
3a391a2003380a071460fc2845c6857461018705
Council
0
127
432
375
2024-04-15T18:58:56Z
Stankosh
7
Stankosh moved page [[Book of Laws]] to [[Council]]: Ingame name
wikitext
text/x-wiki
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
==Laws==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
e945194ad10575fdb044cc31217272f9b2179a29
Book of Laws
0
185
433
2024-04-15T18:58:56Z
Stankosh
7
Stankosh moved page [[Book of Laws]] to [[Council]]: Ingame name
wikitext
text/x-wiki
#REDIRECT [[Council]]
4ac035e0df848a680001a959af9fae04e8104f31
Resources
0
142
435
357
2024-04-15T19:07:06Z
Stankosh
7
wikitext
text/x-wiki
There are multiple {{PAGENAME}} in {{GAMENAME}}. Some of them are essential for survival, some are being used for construction. Most resources are constantly consumed by the population and its important to have sufficient amount of {{twi|Districts}} producing them.
==City Status {{PAGENAME}}==
City Status are general type of resources which are showing the current state of the city and current amount of money available.
{{Card-half
|title=Heatstamps
|target=Heatstamps
}}
{{Card-half
|title=Cores
|target=Cores
}}
{{Card-half
|title=Workforce
|target=Workforce
}}
==City Supplies {{PAGENAME}}==
City Status Resources are crucial for City survival. Depending on the city size there will be some amount of demand for each of those and its up to a Steward to make sure that demand meets the requirements.
{{Card-half
|title=Heat
|target=Heat
}}
{{Card-half
|title=Shelter
|target=Shelter
}}
{{Card-half
|title=Food
|target=Food
}}
{{Card-half
|title=Materials
|target=Materials
}}
{{Card-half
|title=Goods
|target=Goods
}}
==Stockpile {{PAGENAME}}==
Stockpile Resources are being harvested over time and stored. They are not being consumed by population on each cycle.
{{Card-half
|title=Coal
|target=Coal
}}
{{Card-half
|title=Steam
|target=Steam
}}
{{Card-half
|title=Oil
|target=Oil
}}
{{Card-half
|title=Frostland Teams
|target=Frostland Teams
}}
{{Card-half
|title=Guard Squads
|target=Guard Squads
}}
5b6ed53f3ead1840b4d8bf5b7de40990438f200e
Faction
0
129
436
320
2024-04-15T19:09:08Z
Stankosh
7
wikitext
text/x-wiki
{{PAGENAME}} are major political forces in {{GAMENAME}}. Population will belong to variety of factions and their faction govern what they like and what they don't. It can concern for different game aspects, for example [[Book of Laws|laws]] voting.
==Foragers==
==Machinists==
==Technocrats==
[[File:Technocrats.png|thumb]]
Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to.
==Icebloods==
[[File:Icebloods.png|thumb]]
These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole.
9867677a1a304e10a3fc2d613e704cf07a256a68
Food District
0
186
442
2024-04-15T21:33:48Z
Techhead7890
17
basic attempt
wikitext
text/x-wiki
{{District
|Workforce Construction=600*
|Heatstamps Construction=120*
|Workforce Requirements=600*
|Materials Demand=
|Heat Demand=50*
|Output1=Food
|Output1 Amount=X
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the food [[resource]]. Can be constructed on fertile food deposits.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || X {{twi|Food}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || Y {{twi|Food}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Bio Hothouse Cylinder
|image=
|target=Dust Coal Mine
}}
{{Card-half
|title=Chemical Hothouse Cylinder
|image=
|target=Untreated Wood Sawmill
}}
cddbe9272a657e8bc314f6e04b65451bff2dcf33
Industrial District
0
187
443
2024-04-15T21:36:17Z
Techhead7890
17
Created page with "{{District |Workforce Construction=600 |Heatstamps Construction=120 |Workforce Requirements=600 |Materials Demand=50 |Heat Demand= |Output1=Goods |Output1 Amount=X }} {{#set:..."
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Goods
|Output1 Amount=X
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the consumer goods [[resource]]. Can be built anywhere.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || X {{twi|Goods}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || Y {{twi|Goods}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level. The following options can be chosen in any combination:
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Goods factory A
|image=Dust Coal Mine.png
|target=Dust Coal Mine
}}
{{Card-half
|title=Goods factory B
|image=Untreated Wood Sawmill.png
|target=Untreated Wood Sawmill
}}
a9c9f38704be0d17d1ddc74dda4188e2b20d1b97
Main Page
0
112
445
434
2024-04-16T02:41:38Z
Stankosh
7
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| Description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events etc.
}}
{{Recent News}}
{{Card
|title=[[Districts|Districts and Buildings]]
|target=Districts|content=List of {{GAMENAME}} Districts and their description, as well as Buildings.
|image=Districts Card.png
}}
{{Card
|title=[[Council]]
|target=Council|content={{GAMENAME}} Council and Laws.
|image=Council Card.png
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
|image=Generator Card.jpg
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
|image=Resources Card.jpg
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
|image=Events Card.jpg
}}
{{Card
|title=[[Idea Tree]]
|target=Idea Tree|content=List of {{GAMENAME}} Research Technologies and everything you want to know about them
|image=Technology Tree Card.jpg
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
|image=Game Mechanics Card.jpg
}}
{{Card
|title=[[Lore]]
|target=Lore|content={{GAMENAME}} Lore, story and world information
|image=Lore Card.jpg
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
|image=Text Guides Card.png
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
|image=Video Guides Card.png
}}
==<center>About {{GAMENAME}} Wiki</center>==
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community.
97cd3aa358a205fded890367492ee7a746fdca74
Idea Tree
0
188
446
2024-04-16T02:44:43Z
Argresh
14
Added some basic content about the Idea Tree
wikitext
text/x-wiki
The Idea Tree is the primary research mechanic of Frostpunk 2. Once a player has established a Research Institute by expanding a housing district and constructing said building, they will gain access to the Idea Tree.
There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society.
66c56e4545d91efbc55cd4b3e3dbfa07ce6cb433
461
446
2024-04-16T04:14:56Z
Argresh
14
Added a quote
wikitext
text/x-wiki
{{Quote|We need new ideas to move forward.|Ingame description}}
The Idea Tree is the primary research mechanic of Frostpunk 2. Once a player has established a Research Institute by expanding a housing district and constructing said building, they will gain access to the Idea Tree.
There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society.
c936af49ed110d6f215a2a5831c671f2d0f3f447
462
461
2024-04-16T04:25:45Z
Argresh
14
Added the three pages for the Idea tree
wikitext
text/x-wiki
{{Quote|We need new ideas to move forward.|Ingame description}}
The Idea Tree is the primary research mechanic of Frostpunk 2. Once a player has established a Research Institute by expanding a housing district and constructing said building, they will gain access to the Idea Tree.
There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. Almost every technology has two or more possibilities for research, each possibility corresponding to an existing [[Factions|faction]] within the city at the time, though there are some technologies that may only have one option, or may only be available to one specific faction.
= Survival =
The Survival tab concerns itself primarily with amassing [[resources]] such as oil, coal, building materials, and food.
= Economy =
The Economy tab concerns itself primarily with addressing economic issues such as housing, [[heatstamps]], efficiency, and population.
= Society =
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population.
a84dd78f2efa280428a78beb1db9c55d53b98032
463
462
2024-04-16T04:27:33Z
Argresh
14
wikitext
text/x-wiki
{{Quote|We need new ideas to move forward.|Ingame description}}
The Idea Tree is the primary research mechanic of Frostpunk 2. Once a player has established a Research Institute by expanding a housing district and constructing said building, they will gain access to the Idea Tree.
There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. Almost every technology has two or more possibilities for research, each possibility corresponding to an existing [[Factions|faction]] within the city at the time, though there are some technologies that may only have one option, or may only be available to one specific faction.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] such as oil, coal, building materials, and food.
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, [[heatstamps]], efficiency, and population.
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population.
b388ac1398942d3ec3ab036874393943fa0270de
464
463
2024-04-16T04:27:51Z
Argresh
14
Minor formatting
wikitext
text/x-wiki
{{Quote|We need new ideas to move forward.|Ingame description}}
The Idea Tree is the primary research mechanic of Frostpunk 2. Once a player has established a Research Institute by expanding a housing district and constructing said building, they will gain access to the Idea Tree. There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. Almost every technology has two or more possibilities for research, each possibility corresponding to an existing [[Factions|faction]] within the city at the time, though there are some technologies that may only have one option, or may only be available to one specific faction.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] such as oil, coal, building materials, and food.
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, [[heatstamps]], efficiency, and population.
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population.
d58edcfdd78f142dc7eaf312198a051e2ca05997
465
464
2024-04-16T04:30:35Z
Argresh
14
wikitext
text/x-wiki
{{Quote|We need new ideas to move forward.|Ingame description}}
The Idea Tree is the primary research mechanic of Frostpunk 2. Once a player has established a Research Institute by expanding a housing district and constructing said building, they will gain access to the Idea Tree. There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. Almost every technology has two or more possibilities for research, each possibility corresponding to an existing [[Factions|faction]] within the city at the time, though there are some technologies that may only have one option, or may only be available to one specific faction.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] such as oil, coal, building materials, and food.
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, [[heatstamps]], efficiency, and population.
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population.
== ==
839c63e2daf303d495738c16fd734097eab7695b
466
465
2024-04-16T04:31:38Z
Argresh
14
Minor formatting
wikitext
text/x-wiki
{{Quote|We need new ideas to move forward.|Ingame description}}
The Idea Tree is the primary research mechanic of Frostpunk 2. Once a player has established a Research Institute by expanding a housing district and constructing said building, they will gain access to the Idea Tree. There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. Almost every technology has two or more possibilities for research, each possibility corresponding to an existing [[Factions|faction]] within the city at the time, though some technologies may only have one option, or may only be available to one specific faction.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] such as oil, coal, building materials, and food.
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, [[heatstamps]], efficiency, and population.
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population.
4b82dac6a0fab725aca76b6255f2dba6ee9ce490
467
466
2024-04-16T04:53:39Z
Argresh
14
Added content for the three pages about Idea Tree
wikitext
text/x-wiki
{{Quote|We need new ideas to move forward.|Ingame description}}
The Idea Tree is the primary research mechanic of Frostpunk 2. Once a player has established a Research Institute by expanding a housing district and constructing said building, they will gain access to the Idea Tree. There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. Almost every technology has two or more possibilities for research, all of which can be researched, and each possibility corresponding to an existing [[Factions|faction]] within the city at the time. Although some technologies may only have one option, or may only be available to one specific faction. When a technology is finished researching, it becomes immediately available for use by the player and expands its branches, like a tree, to many other tangentially related research options.
It is common for a [[Factions|faction]] to request a specific technology be researched to fulfill a promise made.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] such as oil, coal, building materials, and food. The two opposing [[ideologies]] in this section are Adaptation and Progress.
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, [[heatstamps]], efficiency, and population. The two opposing [[ideologies]] in this section are Equality and Merit.
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing [[ideologies]] in this section are Reason and Tradition.
3f3b83ee057a98aff40ba281d0f0c7624b43abfd
469
467
2024-04-16T04:56:40Z
Argresh
14
wikitext
text/x-wiki
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The Idea Tree is the primary research mechanic of Frostpunk 2. Once a player has established a Research Institute by expanding a housing district and constructing said building, they will gain access to the Idea Tree. There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. Almost every technology has two or more possibilities for research, all of which can be researched, and each possibility corresponding to an existing [[Factions|faction]] within the city at the time. Although some technologies may only have one option, or may only be available to one specific faction. When a technology is finished researching, it becomes immediately available for use by the player and expands its branches, like a tree, to many other tangentially related research options.
It is common for a [[Factions|faction]] to request a specific technology be researched to fulfill a promise made.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] such as oil, coal, building materials, and food. The two opposing [[ideologies]] in this section are Adaptation and Progress.
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, [[heatstamps]], efficiency, and population. The two opposing [[ideologies]] in this section are Equality and Merit.
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing [[ideologies]] in this section are Reason and Tradition.
c5ac894cca718189e67389e734fb30e1df0551c2
Template:District
10
183
447
427
2024-04-16T02:55:25Z
Stankosh
7
wikitext
text/x-wiki
{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Building info
|-
{{#if: {{{Zeitgeist|}}}||{{!}}-}} | [[{{#show:{{{Zeitgeist}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Zeitgeist}}}|24px|class=mr-35]] [[Zeitgeist]] || {{{Zeitgeist|N/A}}}
|-
{{#if: {{{Idea Required|}}}||{{!}}-}} | [[{{#show:{{{Idea Required}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Required}}}|24px|class=mr-35]] [[Idea Required]] || {{{Idea Required|N/A}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Construction Costs
|-
{{#if: {{{Workforce Construction|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Construction|N/A}}} {{#set:Workforce Construction={{{Workforce Construction}}}}}
|-
{{#if: {{{Heatstamps Construction|}}}||{{!}}-}} | [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]] || {{{Heatstamps Construction|N/A}}} {{#set:Heatstamps Construction={{{Heatstamps Construction}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Requirements
|-
{{#if: {{{Workforce Requirements|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Requirements|N/A}}} {{#set:Workforce Requirements={{{Workforce Requirements}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Demand
|-
{{#if: {{{Materials Demand|}}}||{{!}}-}} | [[{{#show:Materials|?icon|link=none|default=File:NoIcon.png}}|link=Materials|24px|class=mr-35]] [[Materials]] || {{{Materials Demand|N/A}}} {{#set:Materials Demand={{{Materials Demand}}}}}
|-
{{#if: {{{Heat Demand|}}}||{{!}}-}} | [[{{#show:Heat|?icon|link=none|default=File:NoIcon.png}}|link=Heat|24px|class=mr-35]] [[Heat]] || {{{Heat Demand|N/A}}} {{#set:Heat Demand={{{Heat Demand}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Output
|-
|-
{{#if: {{{Output1|}}}||{{!}}-}} | [[{{#show:{{{Output1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output1}}}|24px|class=mr-35]] [[Output::{{{Output1}}} | {{{Output1}}}]] || {{{Output1 Amount|N/A}}}
|-
{{#if: {{{Output2|}}}||{{!}}-}} | [[{{#show:{{{Output2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output2}}}|24px|class=mr-35]] [[Output::{{{Output2}}} | {{{Output2}}}]] || {{{Output2 Amount|N/A}}}
|-
{{#if: {{{Output3|}}}||{{!}}-}} | [[{{#show:{{{Output3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output3}}}|24px|class=mr-35]] [[Output::{{{Output3}}} | {{{Output3}}}]] || {{{Output3 Amount|N/A}}}
|-
{{#if: {{{Output4|}}}||{{!}}-}} | [[{{#show:{{{Output4}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output4}}}|24px|class=mr-35]] [[Output::{{{Output4}}} | {{{Output4}}}]] || {{{Output4 Amount|N/A}}}
|-
{{#if: {{{Output5|}}}||{{!}}-}} | [[{{#show:{{{Output5}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output5}}}|24px|class=mr-35]] [[Output::{{{Output5}}} | {{{Output5}}}]] || {{{Output5 Amount|N/A}}}
|-
{{#if: {{{Output6|}}}||{{!}}-}} | [[{{#show:{{{Output6}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output6}}}|24px|class=mr-35]] [[Output::{{{Output6}}} | {{{Output6}}}]] || {{{Output6 Amount|N/A}}}
|}
36bf4b14174c769aa50b508517187f52103269fb
449
447
2024-04-16T02:57:15Z
Stankosh
7
Undo revision 447 by [[Special:Contributions/Stankosh|Stankosh]] ([[User talk:Stankosh|talk]])
wikitext
text/x-wiki
{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Construction Costs
|-
{{#if: {{{Workforce Construction|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Construction|N/A}}} {{#set:Workforce Construction={{{Workforce Construction}}}}}
|-
{{#if: {{{Heatstamps Construction|}}}||{{!}}-}} | [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]] || {{{Heatstamps Construction|N/A}}} {{#set:Heatstamps Construction={{{Heatstamps Construction}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Requirements
|-
{{#if: {{{Workforce Requirements|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Requirements|N/A}}} {{#set:Workforce Requirements={{{Workforce Requirements}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Demand
|-
{{#if: {{{Materials Demand|}}}||{{!}}-}} | [[{{#show:Materials|?icon|link=none|default=File:NoIcon.png}}|link=Materials|24px|class=mr-35]] [[Materials]] || {{{Materials Demand|N/A}}} {{#set:Materials Demand={{{Materials Demand}}}}}
|-
{{#if: {{{Heat Demand|}}}||{{!}}-}} | [[{{#show:Heat|?icon|link=none|default=File:NoIcon.png}}|link=Heat|24px|class=mr-35]] [[Heat]] || {{{Heat Demand|N/A}}} {{#set:Heat Demand={{{Heat Demand}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Output
|-
|-
{{#if: {{{Output1|}}}||{{!}}-}} | [[{{#show:{{{Output1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output1}}}|24px|class=mr-35]] [[Output::{{{Output1}}} | {{{Output1}}}]] || {{{Output1 Amount|N/A}}}
|-
{{#if: {{{Output2|}}}||{{!}}-}} | [[{{#show:{{{Output2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output2}}}|24px|class=mr-35]] [[Output::{{{Output2}}} | {{{Output2}}}]] || {{{Output2 Amount|N/A}}}
|-
{{#if: {{{Output3|}}}||{{!}}-}} | [[{{#show:{{{Output3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output3}}}|24px|class=mr-35]] [[Output::{{{Output3}}} | {{{Output3}}}]] || {{{Output3 Amount|N/A}}}
|-
{{#if: {{{Output4|}}}||{{!}}-}} | [[{{#show:{{{Output4}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output4}}}|24px|class=mr-35]] [[Output::{{{Output4}}} | {{{Output4}}}]] || {{{Output4 Amount|N/A}}}
|-
{{#if: {{{Output5|}}}||{{!}}-}} | [[{{#show:{{{Output5}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output5}}}|24px|class=mr-35]] [[Output::{{{Output5}}} | {{{Output5}}}]] || {{{Output5 Amount|N/A}}}
|-
{{#if: {{{Output6|}}}||{{!}}-}} | [[{{#show:{{{Output6}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output6}}}|24px|class=mr-35]] [[Output::{{{Output6}}} | {{{Output6}}}]] || {{{Output6 Amount|N/A}}}
|}
2a322b0830df5ffd22788d2a636d8292f24e43d9
Template:Building
10
189
448
2024-04-16T02:57:03Z
Stankosh
7
Created page with "{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;" |- ! colspan="2" style="background-color: #303030; color: #FFFFF..."
wikitext
text/x-wiki
{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Building info
|-
{{#if: {{{Zeitgeist|}}}||{{!}}-}} | [[{{#show:{{{Zeitgeist}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Zeitgeist}}}|24px|class=mr-35]] [[Zeitgeist]] || {{{Zeitgeist|N/A}}}
|-
{{#if: {{{Idea Required|}}}||{{!}}-}} | [[{{#show:{{{Idea Required}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Required}}}|24px|class=mr-35]] [[Idea Required]] || {{{Idea Required|N/A}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Construction Costs
|-
{{#if: {{{Workforce Construction|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Construction|N/A}}} {{#set:Workforce Construction={{{Workforce Construction}}}}}
|-
{{#if: {{{Heatstamps Construction|}}}||{{!}}-}} | [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]] || {{{Heatstamps Construction|N/A}}} {{#set:Heatstamps Construction={{{Heatstamps Construction}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Requirements
|-
{{#if: {{{Workforce Requirements|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Requirements|N/A}}} {{#set:Workforce Requirements={{{Workforce Requirements}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Demand
|-
{{#if: {{{Materials Demand|}}}||{{!}}-}} | [[{{#show:Materials|?icon|link=none|default=File:NoIcon.png}}|link=Materials|24px|class=mr-35]] [[Materials]] || {{{Materials Demand|N/A}}} {{#set:Materials Demand={{{Materials Demand}}}}}
|-
{{#if: {{{Heat Demand|}}}||{{!}}-}} | [[{{#show:Heat|?icon|link=none|default=File:NoIcon.png}}|link=Heat|24px|class=mr-35]] [[Heat]] || {{{Heat Demand|N/A}}} {{#set:Heat Demand={{{Heat Demand}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Output
|-
|-
{{#if: {{{Output1|}}}||{{!}}-}} | [[{{#show:{{{Output1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output1}}}|24px|class=mr-35]] [[Output::{{{Output1}}} | {{{Output1}}}]] || {{{Output1 Amount|N/A}}}
|-
{{#if: {{{Output2|}}}||{{!}}-}} | [[{{#show:{{{Output2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output2}}}|24px|class=mr-35]] [[Output::{{{Output2}}} | {{{Output2}}}]] || {{{Output2 Amount|N/A}}}
|-
{{#if: {{{Output3|}}}||{{!}}-}} | [[{{#show:{{{Output3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output3}}}|24px|class=mr-35]] [[Output::{{{Output3}}} | {{{Output3}}}]] || {{{Output3 Amount|N/A}}}
|-
{{#if: {{{Output4|}}}||{{!}}-}} | [[{{#show:{{{Output4}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output4}}}|24px|class=mr-35]] [[Output::{{{Output4}}} | {{{Output4}}}]] || {{{Output4 Amount|N/A}}}
|-
{{#if: {{{Output5|}}}||{{!}}-}} | [[{{#show:{{{Output5}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output5}}}|24px|class=mr-35]] [[Output::{{{Output5}}} | {{{Output5}}}]] || {{{Output5 Amount|N/A}}}
|-
{{#if: {{{Output6|}}}||{{!}}-}} | [[{{#show:{{{Output6}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output6}}}|24px|class=mr-35]] [[Output::{{{Output6}}} | {{{Output6}}}]] || {{{Output6 Amount|N/A}}}
|}
36bf4b14174c769aa50b508517187f52103269fb
453
448
2024-04-16T03:10:55Z
Stankosh
7
wikitext
text/x-wiki
{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Building info
|-
{{#if: {{{Zeitgeist|}}}||{{!}}-}} | [[{{#show:{{{Zeitgeist}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Zeitgeist}}}|24px|class=mr-35]] [[Zeitgeist]] || [[{{{Zeitgeist|N/A}}}]]
|-
{{#if: {{{Idea Required|}}}||{{!}}-}} | [[{{#show:{{{Idea Required}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Required}}}|24px|class=mr-35]] [[Idea Required]] || [[{{{Idea Required|N/A}}}]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Construction Costs
|-
{{#if: {{{Workforce Construction|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Construction|N/A}}} {{#set:Workforce Construction={{{Workforce Construction}}}}}
|-
{{#if: {{{Heatstamps Construction|}}}||{{!}}-}} | [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]] || {{{Heatstamps Construction|N/A}}} {{#set:Heatstamps Construction={{{Heatstamps Construction}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Requirements
|-
{{#if: {{{Workforce Requirements|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Requirements|N/A}}} {{#set:Workforce Requirements={{{Workforce Requirements}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Demand
|-
{{#if: {{{Materials Demand|}}}||{{!}}-}} | [[{{#show:Materials|?icon|link=none|default=File:NoIcon.png}}|link=Materials|24px|class=mr-35]] [[Materials]] || {{{Materials Demand|N/A}}} {{#set:Materials Demand={{{Materials Demand}}}}}
|-
{{#if: {{{Heat Demand|}}}||{{!}}-}} | [[{{#show:Heat|?icon|link=none|default=File:NoIcon.png}}|link=Heat|24px|class=mr-35]] [[Heat]] || {{{Heat Demand|N/A}}} {{#set:Heat Demand={{{Heat Demand}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Output
|-
|-
{{#if: {{{Output1|}}}||{{!}}-}} | [[{{#show:{{{Output1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output1}}}|24px|class=mr-35]] [[Output::{{{Output1}}} | {{{Output1}}}]] || {{{Output1 Amount|N/A}}}
|-
{{#if: {{{Output2|}}}||{{!}}-}} | [[{{#show:{{{Output2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output2}}}|24px|class=mr-35]] [[Output::{{{Output2}}} | {{{Output2}}}]] || {{{Output2 Amount|N/A}}}
|-
{{#if: {{{Output3|}}}||{{!}}-}} | [[{{#show:{{{Output3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output3}}}|24px|class=mr-35]] [[Output::{{{Output3}}} | {{{Output3}}}]] || {{{Output3 Amount|N/A}}}
|-
{{#if: {{{Output4|}}}||{{!}}-}} | [[{{#show:{{{Output4}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output4}}}|24px|class=mr-35]] [[Output::{{{Output4}}} | {{{Output4}}}]] || {{{Output4 Amount|N/A}}}
|-
{{#if: {{{Output5|}}}||{{!}}-}} | [[{{#show:{{{Output5}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output5}}}|24px|class=mr-35]] [[Output::{{{Output5}}} | {{{Output5}}}]] || {{{Output5 Amount|N/A}}}
|-
{{#if: {{{Output6|}}}||{{!}}-}} | [[{{#show:{{{Output6}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output6}}}|24px|class=mr-35]] [[Output::{{{Output6}}} | {{{Output6}}}]] || {{{Output6 Amount|N/A}}}
|}
44375f9d99c40d0f4ebfe4003e1fd22b36b6e76a
454
453
2024-04-16T03:11:52Z
Stankosh
7
wikitext
text/x-wiki
{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Building info
|-
{{#if: {{{Zeitgeist|}}}||{{!}}-}} | [[Zeitgeist]] || [[{{#show:{{{Zeitgeist}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Zeitgeist}}}|24px|class=mr-35]] [[{{{Zeitgeist|N/A}}}]]
|-
{{#if: {{{Idea Required|}}}||{{!}}-}} | [[Idea Required]] || [[{{#show:{{{Idea Required}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Required}}}|24px|class=mr-35]] [[{{{Idea Required|N/A}}}]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Construction Costs
|-
{{#if: {{{Workforce Construction|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Construction|N/A}}} {{#set:Workforce Construction={{{Workforce Construction}}}}}
|-
{{#if: {{{Heatstamps Construction|}}}||{{!}}-}} | [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]] || {{{Heatstamps Construction|N/A}}} {{#set:Heatstamps Construction={{{Heatstamps Construction}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Requirements
|-
{{#if: {{{Workforce Requirements|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Requirements|N/A}}} {{#set:Workforce Requirements={{{Workforce Requirements}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Demand
|-
{{#if: {{{Materials Demand|}}}||{{!}}-}} | [[{{#show:Materials|?icon|link=none|default=File:NoIcon.png}}|link=Materials|24px|class=mr-35]] [[Materials]] || {{{Materials Demand|N/A}}} {{#set:Materials Demand={{{Materials Demand}}}}}
|-
{{#if: {{{Heat Demand|}}}||{{!}}-}} | [[{{#show:Heat|?icon|link=none|default=File:NoIcon.png}}|link=Heat|24px|class=mr-35]] [[Heat]] || {{{Heat Demand|N/A}}} {{#set:Heat Demand={{{Heat Demand}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Output
|-
|-
{{#if: {{{Output1|}}}||{{!}}-}} | [[{{#show:{{{Output1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output1}}}|24px|class=mr-35]] [[Output::{{{Output1}}} | {{{Output1}}}]] || {{{Output1 Amount|N/A}}}
|-
{{#if: {{{Output2|}}}||{{!}}-}} | [[{{#show:{{{Output2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output2}}}|24px|class=mr-35]] [[Output::{{{Output2}}} | {{{Output2}}}]] || {{{Output2 Amount|N/A}}}
|-
{{#if: {{{Output3|}}}||{{!}}-}} | [[{{#show:{{{Output3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output3}}}|24px|class=mr-35]] [[Output::{{{Output3}}} | {{{Output3}}}]] || {{{Output3 Amount|N/A}}}
|-
{{#if: {{{Output4|}}}||{{!}}-}} | [[{{#show:{{{Output4}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output4}}}|24px|class=mr-35]] [[Output::{{{Output4}}} | {{{Output4}}}]] || {{{Output4 Amount|N/A}}}
|-
{{#if: {{{Output5|}}}||{{!}}-}} | [[{{#show:{{{Output5}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output5}}}|24px|class=mr-35]] [[Output::{{{Output5}}} | {{{Output5}}}]] || {{{Output5 Amount|N/A}}}
|-
{{#if: {{{Output6|}}}||{{!}}-}} | [[{{#show:{{{Output6}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output6}}}|24px|class=mr-35]] [[Output::{{{Output6}}} | {{{Output6}}}]] || {{{Output6 Amount|N/A}}}
|}
4317f63c2b78a5707fb37ff37b63f119e5f750ad
Template:Quote
10
190
450
2024-04-16T03:05:34Z
Stankosh
7
Created page with "<includeonly><blockquote>{{ #if: {{{4|}}} | [[File:{{{4}}}|64px]] }} '''''<big>“</big>'''{{{1}}}'''<big>”</big>''''' {{#if: {{{2|}}} | <br /><small>~ '''{{{2}}}{{ #if: {{{..."
wikitext
text/x-wiki
<includeonly><blockquote>{{ #if: {{{4|}}} | [[File:{{{4}}}|64px]] }} '''''<big>“</big>'''{{{1}}}'''<big>”</big>''''' {{#if: {{{2|}}} | <br /><small>~ '''{{{2}}}{{ #if: {{{3|}}} | on {{{3}}}}}'''</small> }}</blockquote></includeonly>
<noinclude>
This template is used to quote a person or source. The color of the quotes themselves should be changed to match the wiki skin color palette.
== Usage ==
<code><nowiki>{{Quote|This is a quote.}}</nowiki></code> prints:
{{Quote|This is a quote.}}
<code><nowiki>{{Quote|This is a quote.|Author}}</nowiki></code> prints:
{{Quote|This is a quote.|Author}}
<code><nowiki>{{Quote|This is a quote.|Author|subject}}</nowiki></code> prints:
{{Quote|This is a quote.|Author|subject}}
<code><nowiki>{{Q|This is a quote.|[[Main Page|Some guy]]|subject}}</nowiki></code> prints:
{{Quote|This is a quote.|[[Main Page|Some guy]]|subject}}
<code><nowiki>{{Quote|This is a quote.|[[Main Page|Some guy]]|subject|IsoAndroid.png}}</nowiki></code> prints:
{{Quote|This is a quote.|[[Main Page|Some guy]]|subject|Cleanup.svg}}
Images are automatically scaled in width to 64px.
</noinclude>
1eeee7ba211234deb5f6aae4513c35471f6490c6
451
450
2024-04-16T03:06:34Z
Stankosh
7
wikitext
text/x-wiki
<includeonly><blockquote>{{ #if: {{{4|}}} | [[File:{{{4}}}|64px]] }} '''''<big>“</big>'''{{{1}}}'''<big>”</big>''''' {{#if: {{{2|}}} | <br /><small>~ '''{{{2}}}{{ #if: {{{3|}}} | on {{{3}}}}}'''</small> }}</blockquote></includeonly>
<noinclude>
This template is used to quote a person or source. The color of the quotes themselves should be changed to match the wiki skin color palette.
== Usage ==
<code><nowiki>{{Quote|This is a quote.}}</nowiki></code> prints:
{{Quote|This is a quote.}}
<code><nowiki>{{Quote|This is a quote.|Author}}</nowiki></code> prints:
{{Quote|This is a quote.|Author}}
<code><nowiki>{{Quote|This is a quote.|Author|subject}}</nowiki></code> prints:
{{Quote|This is a quote.|Author|subject}}
<code><nowiki>{{Q|This is a quote.|[[Main Page|Some guy]]|subject}}</nowiki></code> prints:
{{Quote|This is a quote.|[[Main Page|Some guy]]|subject}}
<code><nowiki>{{Quote|This is a quote.|[[Main Page|Some guy]]|subject|IsoAndroid.png}}</nowiki></code> prints:
{{Quote|This is a quote.|[[Main Page|Some guy]]|subject|logo.png}}
Images are automatically scaled in width to 64px.
</noinclude>
c53edaccebfd4cad4b4c2fdea24c9b481d362fdc
Dust Coal Mine
0
191
452
2024-04-16T03:08:40Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Adaptation |Idea Required=Sawmills |Workforce Construction=400 |Heatstamps Construction=80 |Workforce Requirements=400 |Materials Demand=20 |Heat Demand=..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Adaptation
|Idea Required=Sawmills
|Workforce Construction=400
|Heatstamps Construction=80
|Workforce Requirements=400
|Materials Demand=20
|Heat Demand=
|Output1=Coal
|Output1 Amount=150
|Output2=Disease
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{Quote|Mining operation where residue coal dust is sucked up and compressed into briquettes to make maximum use of the resource.|Frostpunk 2}}
{{PAGENAME}} is one of the {{twi|Extraction District#Extraction District Buildings|Extraction District Buildings}} in {{GAMENAME}}. It produces {{twi|Coal}} and Slightly increases {{twi|Disease}}.
61717709fef86cb07dce5240541dc6ecee1d5dd7
Council
0
127
456
432
2024-04-16T03:21:07Z
Stankosh
7
wikitext
text/x-wiki
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
==Survival==
===Resources===
====Food Additives====
====Goods====
====Waste Heat Conversion====
===Frostland===
====Scout Training====
====Outpost Organisation====
===Efficiency===
====Worker Shifts====
====New Work Model====
==Economy==
==Society==
==Rule==
==Laws==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
9c4630d4cc1b6399c680d947630d5e8a03d9c820
459
456
2024-04-16T03:44:43Z
Stankosh
7
/* Worker Shifts */
wikitext
text/x-wiki
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
==Survival==
===Resources===
====Food Additives====
====Goods====
====Waste Heat Conversion====
===Frostland===
====Scout Training====
====Outpost Organisation====
===Efficiency===
====Worker Shifts====
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
==Economy==
==Society==
==Rule==
==Laws==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
ea3a56e66f396983a49ed8a04a34334c83776223
Game Mechanics
0
128
457
417
2024-04-16T03:38:07Z
Stankosh
7
wikitext
text/x-wiki
Frostpunk 2 features a variety of Game Mechanics that define the gameplay.
{{Card
|title=[[Events]]
|content=These may be story related or pose challenges to the player.
}}
{{Card
|title=[[Factions]]
|target=Factions
|content=The factions will interact with the {{twi|Book_of_Laws|laws}}, and people belonging to the factions will react to the legal situation. Depending on the faction views they may see the situation favorably or become angry and apply pressure to the Steward to make changes. The definition of who each faction includes may be work or ideology related.
}}
{{Card
|title=[[Population]]
|target=
|content=The player's city is inhabited by various workers of many types, and their children. People will immigrate to the city in search of safety and work.
}}
{{Card
|title=[[Book of Laws]]
|target=
|content=Laws are a way of advancing the city's customs and culture, and a form of progression in the game that can unlock new buildings or features, deciding how the scenario will play out.
}}
{{Card
|title=[[Technology Tree]]
|content=A likely progression system to unlock more buildings or features.
}}
{{Card
|title=[[Resources]]
|content= Used to complete actions, help citizens, or build districts.
}}
{{Card
|title=[[Heat]]
|content= There is a [[generator]] at the centre of the city that protects the citizens against the cold.
}}
{{Card
|title=[[Sickness]]
|content=If people do not have heat, they may get sick.
}}
{{Card
|title=[[Scenarios]]
|content=There may be maps or scenarios with varied starting settings or objectives.
}}
{{Card
|title=[[Frostbreak]]
|content=Initially, you can only build Districts in a limited area. The wider terrain is covered in frozen-stiff ground, which is impossible to construct upon. To widen the buildable area , you'll neeed to use '''Frostbreakers'''.
}}
51f5e36a8215498568cbb53aa65f7664cd34add3
458
457
2024-04-16T03:38:21Z
Stankosh
7
wikitext
text/x-wiki
Frostpunk 2 features a variety of Game Mechanics that define the gameplay.
{{Card
|title=[[Events]]
|content=These may be story related or pose challenges to the player.
}}
{{Card
|title=[[Factions]]
|target=Factions
|content=The factions will interact with the {{twi|Book_of_Laws|laws}}, and people belonging to the factions will react to the legal situation. Depending on the faction views they may see the situation favorably or become angry and apply pressure to the Steward to make changes. The definition of who each faction includes may be work or ideology related.
}}
{{Card
|title=[[Population]]
|target=
|content=The player's city is inhabited by various workers of many types, and their children. People will immigrate to the city in search of safety and work.
}}
{{Card
|title=[[Book of Laws]]
|target=
|content=Laws are a way of advancing the city's customs and culture, and a form of progression in the game that can unlock new buildings or features, deciding how the scenario will play out.
}}
{{Card
|title=[[Technology Tree]]
|content=A likely progression system to unlock more buildings or features.
}}
{{Card
|title=[[Resources]]
|content= Used to complete actions, help citizens, or build districts.
}}
{{Card
|title=[[Heat]]
|content= There is a [[generator]] at the centre of the city that protects the citizens against the cold.
}}
{{Card
|title=[[Sickness]]
|content=If people do not have heat, they may get sick.
}}
{{Card
|title=[[Scenarios]]
|content=There may be maps or scenarios with varied starting settings or objectives.
}}
{{Card
|title=[[Frostbreaking]]
|content=Initially, you can only build Districts in a limited area. The wider terrain is covered in frozen-stiff ground, which is impossible to construct upon. To widen the buildable area , you'll neeed to use '''Frostbreakers'''.
}}
055301fe83921f16e1bd8ddbac32a1b6bd23009f
Weather-Adjusted Shifts
0
193
460
2024-04-16T03:59:27Z
Stankosh
7
Created page with "{{quote|To protect worker health, workplaces must adapt working hours to the weather conditions.|Ingame description}} {{PAGENAME}} is an {{twi|Adaptation}} {{twi|Council#Work..."
wikitext
text/x-wiki
{{quote|To protect worker health, workplaces must adapt working hours to the weather conditions.|Ingame description}}
{{PAGENAME}} is an {{twi|Adaptation}} {{twi|Council#Worker Shifts|Survival Law}} that will improve working conditions at a cost of lower production efficiency.
Research Required: {{twi|Worker Shifts}}
Heat demand will be lowered by 5%
It will lower the final output of the production districts and buildings by 10%
ea7dfe6be33372fc8d1dde5d5d9935086736eac8
File:Survival IdeaTree.jpg
6
194
468
2024-04-16T04:55:40Z
Argresh
14
wikitext
text/x-wiki
This is a basic Idea Tree research progression, focusing on the Survival tab.
bac6e5de4b807e30b893a4c012b4cffe05c0c7a1
Generator
0
195
470
2024-04-16T05:05:40Z
Techhead7890
17
rough summary
wikitext
text/x-wiki
The '''Generator''' in Frostpunk 2 is more abstract than the first game. It is still roughly in the middle of the playable Nation, but its management is now automatic.
The Generator still generates [[Heat]], and if Heat is not fulfilled, the generator will no longer protect against [[Cold]]. In order to produce heat, the generator can consume [[coal]] or [[oil]] as [[resource]]s, and will automatically scale its input accordingly and automatically.
The Steward can choose to overdrive the generator to improve the fuel to heat ratio. If the overdrive gets too high, a dangerous accident may occur that damages the [[people]].
c112df055e64baf00ef8e55605a29b172202f078
486
470
2024-04-16T06:43:02Z
Techhead7890
17
game mechanics category?
wikitext
text/x-wiki
The '''Generator''' in Frostpunk 2 is more abstract than the first game. It is still roughly in the middle of the playable Nation, but its management is now automatic.
The Generator still generates [[Heat]], and if Heat is not fulfilled, the generator will no longer protect against [[Cold]]. In order to produce heat, the generator can consume [[coal]] or [[oil]] as [[resource]]s, and will automatically scale its input accordingly and automatically.
The Steward can choose to overdrive the generator to improve the fuel to heat ratio. If the overdrive gets too high, a dangerous accident may occur that damages the [[people]].
[[Category: game mechanics]]
c9b53edcefe1b23504f6934cb2a8135409e9942b
Heatstamps
0
196
471
2024-04-16T05:07:33Z
Techhead7890
17
basic summary info
wikitext
text/x-wiki
Heatstamps are the main [[resource]] of the game. A currency that allows construction and payment in trade, such as [[goods]].
For example a [[district]] costs roughly 120 heatstamps to build, or frostclearing costs 40 stamps for 8 tiles.
Heatstamps are generated from [[population]]/[[people]] and the rate can be changed [[law]]s. Failing to upkeep enough goods fulfillment will lead to a Heatstamp penalty.
35b0ea0c88036eae1e6981744d7909f5b5d3688d
Template:Card-half/doc
10
19
472
299
2024-04-16T05:11:03Z
Techhead7890
17
block formatting when added by visual editor, to match the example format (with newlines for each parameter) and to ease maintenance
wikitext
text/x-wiki
== About this template ==
;Description
<templatedata>
{
"params": {
"image": {
"label": "Image",
"description": "The card image (below the header, if the latter is present, otherwise the uppermost element).",
"type": "string",
"suggested": true
},
"target": {
"label": "Image link",
"description": "Alternative link target for the image.",
"type": "string",
"suggested": true,
"required": true
},
"title": {
"label": "Title",
"description": "In card heading.",
"type": "string",
"suggested": true,
"required": true
}
},
"paramOrder": [
"image",
"target",
"title"
],
"description": "Creates a card like navigational element.",
"format": "block"
}
</templatedata>
== Examples ==
<pre>
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Link to main page
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
</pre>
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Title
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Link to main page
|image=Test-image-preview.jpg
|target=Main Page
}}
{{Card-half
|title=Link to main page
|image=Test-image-preview.jpg
|target=Main Page
}}
b5d482a050c1bbda8b2e7dba72fc6476bb2a3dcc
Template:Card-half-simple
10
197
473
2024-04-16T05:14:45Z
Techhead7890
17
basic
wikitext
text/x-wiki
<onlyinclude>{{Card-half
|title={{{1}}}
|image={{{1}}}.{{{2|png}}}
|target={{{1}}}
}}</onlyinclude>
==Documentation==
Automatically fills out [[template:Card-half]] using the same parameter for title, image, and link target. Image file is assumed to be png, but can be overriden by adding |jpg - as the second parameter before the end brackets, if a JPG is required.
Can either be substituted by pasting <nowiki>{{subst:Card-half-simple|DISTRICTNAME}}</nowiki>, which adds the full template or added as-is and kept simple as <nowiki>{{Card-half-simple|DISTRICTNAME}}</nowiki>
b7390c85123931ac5e0b66567b082281b5c143eb
474
473
2024-04-16T05:21:52Z
Techhead7890
17
documentation
wikitext
text/x-wiki
<includeonly>{{Card-half
|title={{{1}}}
|image={{{1}}}.{{{2|png}}}
|target={{{1}}}
}}</includeonly>
==Documentation==
The idea is to make it easier and faster to fill out pages and add templates, without manually specifying each parameter even though they are intended to be the same.
Automatically fills out [[template:Card-half]] using the same parameter for title, image, and link target. Image file is assumed to be png, but can be overriden by adding |jpg - as the second parameter before the end brackets, if a JPG is required.
==Usage==
You can use this template to add the Card-half template more easily by simply adding <code><nowiki>{{Card-half-simple|DISTRICTNAME}}</nowiki></code> -- replace DISTRICTNAME with the name of the thing the card is about. If you use this method, the code will kept as this simple version.
However, if you need to modify it later or it is complex, you can still use this template to access the whole Card-half template with substitution by pasting <code><nowiki>{{subst:Card-half-simple|DISTRICTNAME}}</nowiki></code>, which adds the full template after hitting the "submit edit" button and you can then adjust it with a second edit. It will then appear in the code as it was usually done before eg:
<pre><nowiki>{{Card-half
|title={{{1}}}
|image={{{1}}}.{{{2|png}}}
|target={{{1}}}
}}</nowiki></pre>
==example==
<nowiki>{{Card-half-simple|Food District}}</nowiki>
{{Card-half-simple|Food District}}
9fb3225f8aea34b5337d7bc79209d0ab3e880f3d
475
474
2024-04-16T05:22:37Z
Techhead7890
17
/* example */
wikitext
text/x-wiki
<includeonly>{{Card-half
|title={{{1}}}
|image={{{1}}}.{{{2|png}}}
|target={{{1}}}
}}</includeonly>
==Documentation==
The idea is to make it easier and faster to fill out pages and add templates, without manually specifying each parameter even though they are intended to be the same.
Automatically fills out [[template:Card-half]] using the same parameter for title, image, and link target. Image file is assumed to be png, but can be overriden by adding |jpg - as the second parameter before the end brackets, if a JPG is required.
==Usage==
You can use this template to add the Card-half template more easily by simply adding <code><nowiki>{{Card-half-simple|DISTRICTNAME}}</nowiki></code> -- replace DISTRICTNAME with the name of the thing the card is about. If you use this method, the code will kept as this simple version.
However, if you need to modify it later or it is complex, you can still use this template to access the whole Card-half template with substitution by pasting <code><nowiki>{{subst:Card-half-simple|DISTRICTNAME}}</nowiki></code>, which adds the full template after hitting the "submit edit" button and you can then adjust it with a second edit. It will then appear in the code as it was usually done before eg:
<pre><nowiki>{{Card-half
|title={{{1}}}
|image={{{1}}}.{{{2|png}}}
|target={{{1}}}
}}</nowiki></pre>
==example==
<code><nowiki>{{Card-half-simple|Food District}}</nowiki></code> will make:
{{Card-half-simple|Food District}}
27bf18603b209b25d31f49216264dbd840e0dac4
476
475
2024-04-16T05:23:58Z
Techhead7890
17
is formatting
wikitext
text/x-wiki
<includeonly><onlyinclude>{{Card-half
|title={{{1}}}
|image={{{1}}}.{{{2|png}}}
|target={{{1}}}
}}</onlyinclude></includeonly>
<noinclude>
==Documentation==
The idea is to make it easier and faster to fill out pages and add templates, without manually specifying each parameter even though they are intended to be the same. This template simply formats the usual template.
Automatically fills out [[template:Card-half]] using the same parameter for title, image, and link target. Image file is assumed to be png, but can be overriden by adding |jpg - as the second parameter before the end brackets, if a JPG is required.
==Usage==
You can use this template to add the Card-half template more easily by simply adding <code><nowiki>{{Card-half-simple|DISTRICTNAME}}</nowiki></code> -- replace DISTRICTNAME with the name of the thing the card is about. If you use this method, the code will kept as this simple one-line version.
However, if you need to modify it later or it is complex, you can still use this formatting template to access the whole Card-half template with substitution by pasting <code><nowiki>{{subst:Card-half-simple|DISTRICTNAME}}</nowiki></code>, which adds the full template after hitting the "submit edit" button and you can then adjust it with a second edit. It will then appear in the code as it was usually done before eg:
<pre><nowiki>{{Card-half
|title={{{1}}}
|image={{{1}}}.{{{2|png}}}
|target={{{1}}}
}}</nowiki></pre>
==example==
<code><nowiki>{{Card-half-simple|Food District}}</nowiki></code> will make:
{{Card-half-simple|Food District}}
</noinclude>
1abadbf3474f3a86c5575e9417129e3a1ffd897c
Template:Card-half
10
18
477
274
2024-04-16T05:38:04Z
Techhead7890
17
add extra lines for readability
wikitext
text/x-wiki
<includeonly>
<div class="game-vault-card-half"><!--
-->{{#if: {{{image|}}} <!--
-->|<div class="game-vault-card-image">[[File:{{PAGENAME:{{{image|}}}}}|class=notpageimage img-fluid|link={{{target|}}}]]</div> <!--
-->}} <!--
--><div class="game-vault-card-body"><div></div><!--
--><div><!--
--><div class="game-vault-card-body-title"> <!--
-->{{#ifeq:{{#sub:{{{target|}}}|0|4}}<!--
-->|http|[{{{target|}}} {{{title|}}}]<!--
-->|[[{{{target|}}}|{{{title|}}}]]<!--
-->}}</div><!--
--></div><!--
--></div>
</div></includeonly><noinclude>
{{template doc}}
</noinclude>
2a2e23af8bf6db2fb74f56a85ccaa8280b0d515b
Food District
0
186
478
442
2024-04-16T05:38:49Z
Techhead7890
17
/* {{PAGENAME}} Buildings */ blank misdirecting link targets
wikitext
text/x-wiki
{{District
|Workforce Construction=600*
|Heatstamps Construction=120*
|Workforce Requirements=600*
|Materials Demand=
|Heat Demand=50*
|Output1=Food
|Output1 Amount=X
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the food [[resource]]. Can be constructed on fertile food deposits.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || X {{twi|Food}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || Y {{twi|Food}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Bio Hothouse Cylinder
|image=
|target=
}}
{{Card-half
|title=Chemical Hothouse Cylinder
|image=
|target=
}}
8e17ab5daf90cd84c08c9a2ab509eb0ad2267ed0
484
478
2024-04-16T06:31:11Z
Techhead7890
17
fix name of buildings now that I know it from the game
wikitext
text/x-wiki
{{District
|Workforce Construction=600*
|Heatstamps Construction=120*
|Workforce Requirements=600*
|Materials Demand=
|Heat Demand=50*
|Output1=Food
|Output1 Amount=X
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the food [[resource]]. Can be constructed on fertile food deposits.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || X {{twi|Food}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || Y {{twi|Food}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Biowaste Drum Hothouse
|image=Biowaste Drum Hothouse
|target=Biowaste Drum Hothouse
}}
{{Card-half
|title=Chemical Drum Hothouse
|image=Chemical Drum Hothouse
|target=Chemical Drum Hothouse
}}
5b135764b7d2ee4f1f6d2640c3a6fec0ea57ee5f
488
484
2024-04-16T07:56:40Z
Techhead7890
17
finalise infobox and expansion prod numbers
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=100
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=40
|Output1=Food
|Output1 Amount=60
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the food [[resource]]. Can be constructed on fertile food deposits.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 60 {{twi|Food}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 80 {{twi|Food}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Biowaste Drum Hothouse
|image=Biowaste Drum Hothouse
|target=Biowaste Drum Hothouse
}}
{{Card-half
|title=Chemical Drum Hothouse
|image=Chemical Drum Hothouse
|target=Chemical Drum Hothouse
}}
77bd75477d9b89973d6598b4e4ec98daa7dc718f
Frostbreaking
0
198
479
2024-04-16T05:52:46Z
Techhead7890
17
stub
wikitext
text/x-wiki
This is the mechanic used to clear hexagonal tiles so that [[district]]s can be placed.
8 [[Tile]]s must be chosen to frostbreak at a time, indicated by the octagonal divisions near the mouse cursor. It costs about 40 [[heatstamp]]s and reserves some workforce too.
[[Resource]] deposits under the ice will be highlighted, but pressing ALT key will make these deposits even easier to see. These are useful because they are required for certain [[districts]].
3171956f05c410eac5d6fff6fd5a55320740badb
Heatstamp
0
199
480
2024-04-16T05:53:16Z
Techhead7890
17
redir: singular to in-game/canonical plural
wikitext
text/x-wiki
#REDIRECT [[Heatstamps]]
a24d3c8e88cf5710a08e09b9cc0f10ce50fbc33e
District
0
132
481
444
2024-04-16T06:17:59Z
Techhead7890
17
Techhead7890 moved page [[Districts]] to [[District]]: to make it easier to link, it's better to use singular page titles (without plural +s at the end)
wikitext
text/x-wiki
Districts as a basic building mechanics in {{GAMENAME}}. They allow city to function and provide it with the {{twi|resources}}.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have its own unique and specific role in the city.
{{Card
|header=[[Central District]]
<!--|image=Industrial District.png-->
|target=Central District
|content=Central District houses Generator and other important City buildings like Council
|footer=<span class="float-right">[[Central District|More info on Central District>]]</span>
}}
{{Card
|header=[[Industrial District]]
<!--|image=Industrial District.png-->
|target=Industrial District
|content=Production of processed goods and other materials.
|footer=<span class="float-right">[[Industrial District|More info on Industrial District>]]</span>
}}
{{Card
|header=[[Logistics District]]
|target=Logistics District
|content=Enables sending frostland charting expeditions and moving resources between cities and outposts.
|footer=<span class="float-right">[[Logistics District|More info on Logistics District>]]</span>
}}
{{Card
|header=[[Extraction District]]
|target=Extraction District
|content=Raw Resources extraction. Can be constructed on different types of deposits.
|footer=<span class="float-right">[[Extraction District|More info on Extraction District>]]</span>
}}
{{Card
|header=[[Food District]]
<!--|image=Industrial District.png-->
|target=Food District
|content=Production of Food to eat.
|footer=<span class="float-right">[[Food District|More info on Food District>]]</span>
}}
{{Card
|header=[[Housing District]]
<!--|image=Industrial District.png-->
|target=Housing District
|content=Shelter for the people.
|footer=<span class="float-right">[[Housing District|More info on Housing District>]]</span>
}}
=={{GAMENAME}} Hub Types==
{{Card-half|title=Air Transport Hub|image=Air Transport Hub District.png|target=Air Transport Hub}}
Reduces workforce costs in a 2-tile radius around it.
3a376331c3293637710e847cfc867ba1d3f2d859
483
481
2024-04-16T06:26:18Z
Techhead7890
17
some brief description text
wikitext
text/x-wiki
Districts are the most basic building mechanic in {{GAMENAME}}. They allow city to function and provide it with the {{twi|resources}}.
Most districts take up multiple [[tile]]s and take {{twi|heatstamps}} to build. Some must be built starting from [[resource]] deposits (eg fertile ground). Districts have adjacency bonuses, for example reducing [[heat]] cost, or adjacency maluses creating problems like {{twi|squalor}}.
Districts can be expanded to produce more resources. Expanded districts can contain [[building]]s as an upgrade of their potential.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have its own unique and specific role in the city.
{{Card
|header=[[Central District]]
<!--|image=Industrial District.png-->
|target=Central District
|content=Central District houses Generator and other important City buildings like Council
|footer=<span class="float-right">[[Central District|More info on Central District>]]</span>
}}
{{Card
|header=[[Industrial District]]
<!--|image=Industrial District.png-->
|target=Industrial District
|content=Production of processed goods and other materials.
|footer=<span class="float-right">[[Industrial District|More info on Industrial District>]]</span>
}}
{{Card
|header=[[Logistics District]]
|target=Logistics District
|content=Enables sending frostland charting expeditions and moving resources between cities and outposts.
|footer=<span class="float-right">[[Logistics District|More info on Logistics District>]]</span>
}}
{{Card
|header=[[Extraction District]]
|target=Extraction District
|content=Raw Resources extraction. Can be constructed on different types of deposits.
|footer=<span class="float-right">[[Extraction District|More info on Extraction District>]]</span>
}}
{{Card
|header=[[Food District]]
<!--|image=Industrial District.png-->
|target=Food District
|content=Production of Food to eat.
|footer=<span class="float-right">[[Food District|More info on Food District>]]</span>
}}
{{Card
|header=[[Housing District]]
<!--|image=Industrial District.png-->
|target=Housing District
|content=Shelter for the people.
|footer=<span class="float-right">[[Housing District|More info on Housing District>]]</span>
}}
=={{GAMENAME}} Hub Types==
{{Card-half|title=Air Transport Hub|image=Air Transport Hub District.png|target=Air Transport Hub}}
Reduces workforce costs in a 2-tile radius around it.
11b67f7eb5144e284a2a14f8cb9c7a167be2dc7d
Districts
0
200
482
2024-04-16T06:17:59Z
Techhead7890
17
Techhead7890 moved page [[Districts]] to [[District]]: to make it easier to link, it's better to use singular page titles (without plural +s at the end)
wikitext
text/x-wiki
#REDIRECT [[District]]
3e2f99a3f4e107d635597d2c171b4a7ff5428855
Workforce
0
201
485
2024-04-16T06:41:01Z
Techhead7890
17
basic stub
wikitext
text/x-wiki
'''Workforce''' represents proportion of the [[people]] that are willing to work. At the start, 60% of the city's [[population]] will work.
This can be changed by labor [[law]]s or [[idea]]s. Harsher labour laws allow a higher Workforce percentage, although this may cause [[tension]] or [[faction]] disapproval.
0ac523ed2b18e771dc73dfd07152e1072fa844c3
490
485
2024-04-16T08:06:49Z
Techhead7890
17
adjacency, district usage
wikitext
text/x-wiki
'''Workforce''' represents proportion of the [[people]] that are willing to work. At the start, 60% of the city's [[population]] will work.
Most [[district]] construction or [[frostbreaking]] or district [[building]]s require workforce.
Workforce use can be reduced by adjacency between Industrial and Extraction workers with the "Shared Workers" adjacency bonus.
This can be changed by labor [[law]]s or [[idea]]s. Harsher labour laws allow a higher Workforce percentage, although this may cause [[tension]] or [[faction]] disapproval.
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category
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'''Workforce''' represents proportion of the [[people]] that are willing to work. At the start, 60% of the city's [[population]] will work.
Most [[district]] construction or [[frostbreaking]] or district [[building]]s require workforce.
Workforce use can be reduced by adjacency between Industrial and Extraction workers with the "Shared Workers" adjacency bonus.
This can be changed by labor [[law]]s or [[idea]]s. Harsher labour laws allow a higher Workforce percentage, although this may cause [[tension]] or [[faction]] disapproval.
[[Category: game mechanics]]
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Industrial District
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20 goods production, adjacency bonus
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{{District
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Goods
|Output1 Amount=20
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the [[resource]] consumer {{twi|goods}}. Can be built anywhere with no unlock requirement.
Building adjacent to [[Extraction District]] provides the Shared Worker benefit, reducing the {{twi|workforce}} requirement by 75 [[people]]. Building adjacent to [[Housing District]] inflicts the housing with the {{twi|Squalor}} malus.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}} by adding additional tiles, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 20 {{twi|Goods}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || Y {{twi|Goods}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level. The following options can be chosen in any combination:
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Goods factory A
|image=Dust Coal Mine.png
|target=Dust Coal Mine
}}
{{Card-half
|title=Goods factory B
|image=Untreated Wood Sawmill.png
|target=Untreated Wood Sawmill
}}
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File:NoIcon.png
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Placeholder image from Google Noto Emoji under the Open Font License until one can be found from game - https://fonts.google.com/noto/specimen/Noto+Emoji/about
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== Summary ==
Placeholder image from Google Noto Emoji under the Open Font License until one can be found from game - https://fonts.google.com/noto/specimen/Noto+Emoji/about
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Lore
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/* Frostpunk 2 */ add links
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Frostpunk is set in an alternate version of 1886. While the exact point of divergence from our timeline remains uncertain, the technology, prominent figures, and events hinted at through the game's lore suggest that the split could have occurred as early as 1822.
Frostpunk 2 takes place 30 years after original game.
==Frostpunk 1==
In the summer of 1886 the snowstorms began. Crops failed, people starved. Millions fled south. They met only destruction, famine, and death.
In the farthest reaches of resource-rich north, the British Empire began construction of massive heat-radiating Generators, These grand engines would allow a chosen few to survive the frigid global winter, safe from the chaos of crumbling civilization.
They ran out of time.
An apocalyptic ice storm came from the south, devouring all in its path. People fled in panic. Some managed to cross the seas and reach the site of a Generator, only to find it frozen solid.
The Generator was designed to power a City capable of weathering the end of the world...
It falls to us to build it.
More [[Frostpunk 1 Lore]]
==Frostpunk 2==
As the city's [[steward]], you wield authority over the citizens and their welfare. Leadership, however, does not ensure your protection, as the specter of anarchy and insurrection looms, ever ready to upset the fragile equilibrium maintained by your meticulous oversight.
Multiple [[community|communities]] and [[faction]]s are present. The Steward must navigate [[law]]s and [[idea]]s to find the way through for the growing city-state.
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Idea
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#REDIRECT [[Idea Tree]]
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Faction
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Techhead7890 moved page [[Factions]] to [[Faction]]: preferring singular article titles, for easier linking. Redirect will still exist from "factions"
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{{PAGENAME}} are major political forces in {{GAMENAME}}. Population will belong to variety of factions and their faction govern what they like and what they don't. It can concern for different game aspects, for example [[Book of Laws|laws]] voting.
==Foragers==
==Machinists==
==Technocrats==
[[File:Technocrats.png|thumb]]
Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to.
==Icebloods==
[[File:Icebloods.png|thumb]]
These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole.
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Factions
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Techhead7890 moved page [[Factions]] to [[Faction]]: preferring singular article titles, for easier linking. Redirect will still exist from "factions"
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#REDIRECT [[Faction]]
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{{PAGENAME}} are major political forces in {{GAMENAME}}. Population will belong to variety of factions and their faction govern what they like and what they don't. It can concern for different game aspects, for example [[Book of Laws|laws]] voting.
==Foragers==
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods.
==Icebloods==
[[File:Icebloods.png|thumb]]
These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole.
==Machinists==
:"Technological progress guarantees survival."
These are the base community for the Machinists.
==Technocrats==
[[File:Technocrats.png|thumb]]
Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to.
==Other factions==
It is known that other communities will exist, such as Merchants and Lords, but it is not known what their advanced factions will be.
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District
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Districts are the most basic building mechanic in {{GAMENAME}}. They allow city to function and provide it with the {{twi|resources}}.
Most districts take up multiple [[tile]]s and take {{twi|heatstamps}} to build. Some must be built starting from [[resource]] deposits (eg fertile ground). Districts have adjacency bonuses, for example reducing [[heat]] cost, or adjacency maluses creating problems like {{twi|squalor}}.
Districts can be expanded to produce more resources. Expanded districts can contain [[building]]s as an upgrade of their potential.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have its own unique and specific role in the city.
{{Card
|header=[[Central District]]
<!--|image=Industrial District.png-->
|target=Central District
|content=Central District houses Generator and other important City buildings like Council
|footer=<span class="float-right">[[Central District|More info on Central District>]]</span>
}}
{{Card
|header=[[Industrial District]]
<!--|image=Industrial District.png-->
|target=Industrial District
|content=Production of processed goods and other materials.
|footer=<span class="float-right">[[Industrial District|More info on Industrial District>]]</span>
}}
{{Card
|header=[[Logistics District]]
|target=Logistics District
|content=Enables sending frostland charting expeditions and moving resources between cities and outposts.
|footer=<span class="float-right">[[Logistics District|More info on Logistics District>]]</span>
}}
{{Card
|header=[[Extraction District]]
|image=Extraction District Card.png
|target=Extraction District
|content=Raw Resources extraction. Can be constructed on different types of deposits.
|footer=<span class="float-right">[[Extraction District|More info on Extraction District>]]</span>
}}
{{Card
|header=[[Food District]]
<!--|image=Industrial District.png-->
|target=Food District
|content=Production of Food to eat.
|footer=<span class="float-right">[[Food District|More info on Food District>]]</span>
}}
{{Card
|header=[[Housing District]]
<!--|image=Industrial District.png-->
|target=Housing District
|content=Shelter for the people.
|footer=<span class="float-right">[[Housing District|More info on Housing District>]]</span>
}}
=={{GAMENAME}} Hub Types==
{{Card-half|title=Air Transport Hub|image=Air Transport Hub District.png|target=Air Transport Hub}}
Reduces workforce costs in a 2-tile radius around it.
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Districts are the most basic building mechanic in {{GAMENAME}}. They allow city to function and provide it with the {{twi|resources}}.
Most districts take up multiple [[tile]]s and take {{twi|heatstamps}} to build. Some must be built starting from [[resource]] deposits (eg fertile ground). Districts have adjacency bonuses, for example reducing [[heat]] cost, or adjacency maluses creating problems like {{twi|squalor}}.
Districts can be expanded to produce more resources. Expanded districts can contain [[building]]s as an upgrade of their potential.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have its own unique and specific role in the city.
{{Card
|header=[[Central District]]
|image=Central District Card.png
|target=Central District
|content=Central District houses Generator and other important City buildings like Council
|footer=<span class="float-right">[[Central District|More info on Central District>]]</span>
}}
{{Card
|header=[[Industrial District]]
|image=Industrial District Card.png
|target=Industrial District
|content=Production of processed goods and other materials.
|footer=<span class="float-right">[[Industrial District|More info on Industrial District>]]</span>
}}
{{Card
|header=[[Logistics District]]
|image=Logistics District Card.png
|target=Logistics District
|content=Enables sending frostland charting expeditions and moving resources between cities and outposts.
|footer=<span class="float-right">[[Logistics District|More info on Logistics District>]]</span>
}}
{{Card
|header=[[Extraction District]]
|image=Extraction District Card.png
|target=Extraction District
|content=Raw Resources extraction. Can be constructed on different types of deposits.
|footer=<span class="float-right">[[Extraction District|More info on Extraction District>]]</span>
}}
{{Card
|header=[[Food District]]
<!--|image=Industrial District.png-->
|target=Food District
|content=Production of Food to eat.
|footer=<span class="float-right">[[Food District|More info on Food District>]]</span>
}}
{{Card
|header=[[Housing District]]
<!--|image=Industrial District.png-->
|target=Housing District
|content=Shelter for the people.
|footer=<span class="float-right">[[Housing District|More info on Housing District>]]</span>
}}
=={{GAMENAME}} Hub Types==
{{Card-half|title=Air Transport Hub|image=Air Transport Hub District.png|target=Air Transport Hub}}
Reduces workforce costs in a 2-tile radius around it.
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Districts are the most basic building mechanic in {{GAMENAME}}. They allow city to function and provide it with the {{twi|resources}}.
Most districts take up multiple [[tile]]s and take {{twi|heatstamps}} to build. Some must be built starting from [[resource]] deposits (eg fertile ground). Districts have adjacency bonuses, for example reducing [[heat]] cost, or adjacency maluses creating problems like {{twi|squalor}}.
Districts can be expanded to produce more resources. Expanded districts can contain [[building]]s as an upgrade of their potential.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have its own unique and specific role in the city.
{{Card
|header=[[Central District]]
|image=Central District Card.png
|target=Central District
|content=Central District houses Generator and other important City buildings like Council
|footer=<span class="float-right">[[Central District|More info on Central District>]]</span>
}}
{{Card
|header=[[Industrial District]]
|image=Industrial District Card.png
|target=Industrial District
|content=Production of processed goods and other materials.
|footer=<span class="float-right">[[Industrial District|More info on Industrial District>]]</span>
}}
{{Card
|header=[[Logistics District]]
|image=Logistics District Card.png
|target=Logistics District
|content=Enables sending frostland charting expeditions and moving resources between cities and outposts.
|footer=<span class="float-right">[[Logistics District|More info on Logistics District>]]</span>
}}
{{Card
|header=[[Extraction District]]
|image=Extraction District Card.png
|target=Extraction District
|content=Raw Resources extraction. Can be constructed on different types of deposits.
|footer=<span class="float-right">[[Extraction District|More info on Extraction District>]]</span>
}}
{{Card
|header=[[Food District]]
|image=Food District Card.png
|target=Food District
|content=Production of Food to eat.
|footer=<span class="float-right">[[Food District|More info on Food District>]]</span>
}}
{{Card
|header=[[Housing District]]
|image=Housing District Card.png
|target=Housing District
|content=Shelter for the people.
|footer=<span class="float-right">[[Housing District|More info on Housing District>]]</span>
}}
=={{GAMENAME}} Hub Types==
{{Card-half|title=Air Transport Hub|image=Air Transport Hub District.png|target=Air Transport Hub}}
Reduces workforce costs in a 2-tile radius around it.
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Districts are the most basic building mechanic in {{GAMENAME}}. They allow city to function and provide it with the {{twi|resources}}.
Most districts take up multiple [[tile]]s and take {{twi|heatstamps}} to build. Some must be built starting from [[resource]] deposits (eg fertile ground). Districts have adjacency bonuses, for example reducing [[heat]] cost, or adjacency maluses creating problems like {{twi|squalor}}.
Districts can be expanded to produce more resources. Expanded districts can contain [[building]]s as an upgrade of their potential.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have its own unique and specific role in the city.
{{Card
|header=[[Central District]]
|image=Central District Card.png
|target=Central District
|content=Central District houses Generator and other important City buildings like Council
|footer=<span class="float-right">[[Central District|More info on Central District>]]</span>
}}
{{Card
|header=[[Industrial District]]
|image=Industrial District Card.png
|target=Industrial District
|content=Production of processed goods and other materials.
|footer=<span class="float-right">[[Industrial District|More info on Industrial District>]]</span>
}}
{{Card
|header=[[Logistics District]]
|image=Logistics District Card.png
|target=Logistics District
|content=Enables sending frostland charting expeditions and moving resources between cities and outposts.
|footer=<span class="float-right">[[Logistics District|More info on Logistics District>]]</span>
}}
{{Card
|header=[[Extraction District]]
|image=Extraction District Card.png
|target=Extraction District
|content=Raw Resources extraction. Can be constructed on different types of deposits.
|footer=<span class="float-right">[[Extraction District|More info on Extraction District>]]</span>
}}
{{Card
|header=[[Food District]]
|image=Food District Card.png
|target=Food District
|content=Production of Food to eat.
|footer=<span class="float-right">[[Food District|More info on Food District>]]</span>
}}
{{Card
|header=[[Housing District]]
|image=Housing District Card.png
|target=Housing District
|content=Houses and other buildings necessary to provide reliable shelter.
|footer=<span class="float-right">[[Housing District|More info on Housing District>]]</span>
}}
=={{GAMENAME}} Hub Types==
{{Card-half|title=Air Transport Hub|image=Air Transport Hub District.png|target=Air Transport Hub}}
Reduces workforce costs in a 2-tile radius around it.
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Council
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{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
==Description of tabs==
===Survival===
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing [[resources]] such as oil, coal, building materials, and food. The two opposing [[ideologies]] in this section are Adaptation and Progress.
Sections of the law available at the start of the game include Food Additives and Goods, which impact their respective resources.
===Economy===
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, [[heatstamps]], work and labor, and population. The two opposing [[ideologies]] in this section are Equality and Merit.
Sections of the law available at the start of the game include Basic Necessities and Outsiders, which impact [[Heatstamps]] and [[Population]].
===Society===
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing [[ideologies]] in this section are Reason and Tradition.
Sections of the law available at the start of the game include Funerals and Childhood.
===Rule===
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
==Mechanics==
To pass a proposal, 51 votes must be achieved. Votes are based on factions. It is possible to click the council members to see more information about them and their beliefs. Some of the "hesitant" voters will go to each side.
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
==Survival laws==
===Resources===
====Food Additives====
====Goods====
====Waste Heat Conversion====
===Frostland===
====Scout Training====
====Outpost Organisation====
===Efficiency===
====Worker Shifts====
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
==Economy laws==
==Society laws==
==Rule laws==
==Law notes==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
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Idea Tree
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[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing said building, they will gain access to the Idea Tree.
Ideas are tied to communities. The concept is that the communities are the ones researching these ideas. There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. In turn, each section is broken down into issues or concepts. Each faction tends to have different ideas about how to proceed with a concept. Almost every technology has two or more possibilities for research, all of which can be researched, and each possibility corresponding to an existing [[Factions|faction]] within the city at the time. Although some technologies may only have one option, or may only be available to one specific faction. It is common for a [[Factions|faction]] to request a specific technology be researched to fulfill a promise made.
When a technology is finished researching, it becomes immediately available for use by the player and expands its branches, like a tree, to many other tangentially related research options.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration/[[scouting]]. The two opposing [[ideologies]] in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as [[coal]], [[good]]s, [[materials]], and [[food]]. It also contains the [[Logistics Bay]] for upgrading scouting (note that this is a building and only upgrades the [[Logistic District]]).
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, wages and [[heatstamps]], and infrastructure [[maintenance]]. The two opposing [[ideologies]] in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start.
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing [[ideologies]] in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting [[community]].
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[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing said building, they will gain access to the Idea Tree.
Ideas are tied to communities. The concept is that the communities are the ones researching these ideas. There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. In turn, each section is broken down into issues or concepts. Each faction tends to have different ideas about how to proceed with a concept. Almost every technology has two or more possibilities for research, all of which can be researched, and each possibility corresponding to an existing [[Factions|faction]] within the city at the time. Although some technologies may only have one option, or may only be available to one specific faction. It is common for a [[Factions|faction]] to request a specific technology be researched to fulfill a promise made.
To begin researching something, the player must pay a [[Heatstamps|Heatstamp]] fee of 50, though more complex technologies can increase that to 100 or more. When a technology is finished researching, it becomes immediately available for use by the player and expands its branches, like a tree, to many other similarly related research options.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration/[[scouting]]. The two opposing [[ideologies]] in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the [[Logistics Bay]] for upgrading scouting (note that this is a building and only upgrades the [[Logistic District]]).
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, wages and [[Heatstamps]], and infrastructure maintenance. The two opposing [[ideologies]] in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
bb94da79393cb5ed3bbdb180e56aee80d8d9c490
528
516
2024-04-16T14:00:32Z
Argresh
14
wikitext
text/x-wiki
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing said building, they will gain access to the Idea Tree.
Ideas are tied to communities. The concept is that the communities are the ones researching these ideas. There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. In turn, each section is broken down into issues or concepts. Each faction tends to have different ideas about how to proceed with a concept. Almost every technology has two or more possibilities for research, all of which can be researched, and each possibility corresponding to an existing [[Factions|faction]] within the city at the time. Although some technologies may only have one option, or may only be available to one specific faction. It is common for a [[Factions|faction]] to request a specific technology be researched to fulfill a promise made.
To begin researching something, the player must pay a {{twi|Heatstamps}} fee of 50, though more complex technologies can increase that to 100 or more. When a technology is finished researching, it becomes immediately available for use by the player and expands its branches, like a tree, to many other similarly related research options.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration/[[scouting]]. The two opposing [[ideologies]] in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the [[Logistics Bay]] for upgrading scouting (note that this is a building and only upgrades the [[Logistic District]]).
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing [[ideologies]] in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, {{twi|Heatstamps}} production, and addressing worker issues.
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
c911e0b32c32ab861d3de3f46470d4824c0263f8
Housing District
0
211
508
2024-04-16T12:45:48Z
Stankosh
7
Created page with "{{District |Workforce Construction=200 |Heatstamps Construction=100 |Workforce Requirements=200 |Materials Demand= |Heat Demand=40 |Output1=Shelter |Output1 Amount=20 }} {{#se..."
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{{District
|Workforce Construction=200
|Heatstamps Construction=100
|Workforce Requirements=200
|Materials Demand=
|Heat Demand=40
|Output1=Shelter
|Output1 Amount=20
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{quote|Houses and other buildings necessary to provide reliable shelter.|Ingame Description}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the [[resource]] consumer {{twi|Shelter}}. Can be built anywhere with no unlock requirement.
Building adjacent to [[Extraction District]] provides the Shared Worker benefit, reducing the {{twi|workforce}} requirement by 75 [[people]]. Building adjacent to {{twi|Industrial District}} and {{twi|Extraction District}} inflicts the housing with the {{twi|Squalor}} malus.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}} by adding additional tiles, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 20 {{twi|Goods}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || Y {{twi|Goods}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level. The following options can be chosen in any combination:
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Research Institute
|image=Research Institute.png
|target=Research Institute
}}
{{Card-half
|title=Teaching Hospital
|image=Teaching Hospital.png
|target=Teaching Hospital
}}
{{Card-half
|title=Dense Housing Block
|image=Dense Housing Block.png
|target=Dense Housing Block
}}
{{Card-half
|title=Surveillance Watchtower
|image=Surveillance Watchtower.png
|target=Surveillance Watchtower
}}
d643053b688466c96ac1d45c796ddda0fcb5a653
509
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2024-04-16T12:52:51Z
Stankosh
7
wikitext
text/x-wiki
{{District
|Workforce Construction=200
|Heatstamps Construction=100
|Workforce Requirements=200
|Materials Demand=
|Heat Demand=40
|Output1=Shelter
|Output1 Amount=20
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{quote|Houses and other buildings necessary to provide reliable shelter.|Ingame Description}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the {{twi|Shelter}} {{twi|Resources}}. Can be built anywhere with no unlock requirement.
Building adjacent to {{twi|Food District}} provides the Warmth Sharing benefit, reducing the {{twi|Heat}} demand by 10. Building adjacent to {{twi|Central District}} and other Housing Districts provides the Generator Proximity and Nearby Housing Warmth Sharing benefit, reducing the {{twi|Heat}} demand by 5. Building adjacent to {{twi|Industrial District}} and {{twi|Extraction District}} inflicts the housing with the {{twi|Squalor}} malus.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}} by adding additional tiles, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 100 {{twi|Heatstamps}} || 20 {{twi|Shelter}} || 0
|-
| Dense {{PAGENAME}} || 50 {{twi|Heatstamps}} || 25 {{twi|Shelter}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 30 {{twi|Shelter}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level. The following options can be chosen in any combination:
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Research Institute
|image=Research Institute.png
|target=Research Institute
}}
{{Card-half
|title=Teaching Hospital
|image=Teaching Hospital.png
|target=Teaching Hospital
}}
{{Card-half
|title=Dense Housing Block
|image=Dense Housing Block.png
|target=Dense Housing Block
}}
{{Card-half
|title=Surveillance Watchtower
|image=Surveillance Watchtower.png
|target=Surveillance Watchtower
}}
8f4ccb27615bacc8ff84ada700956522975e7161
511
509
2024-04-16T13:06:07Z
Stankosh
7
wikitext
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{{District
|Workforce Construction=200
|Heatstamps Construction=100
|Workforce Requirements=200
|Materials Demand=
|Heat Demand=40
|Output1=Shelter
|Output1 Amount=20
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{quote|Houses and other buildings necessary to provide reliable shelter.|Ingame Description}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the {{twi|Shelter}} {{twi|Resources}}. Can be built anywhere with no unlock requirement.
Building adjacent to {{twi|Food District}} provides the Warmth Sharing benefit, reducing the {{twi|Heat}} demand by 10. Building adjacent to {{twi|Central District}} and other Housing Districts provides the Generator Proximity and Nearby Housing Warmth Sharing benefit, reducing the {{twi|Heat}} demand by 5. Building adjacent to {{twi|Industrial District}} and {{twi|Extraction District}} inflicts the housing with the {{twi|Squalor}} malus.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Dence and Highrise {{PAGENAME}} by adding additional tiles, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 100 {{twi|Heatstamps}} || 20 {{twi|Shelter}} || 0
|-
| Dense {{PAGENAME}} || 50 {{twi|Heatstamps}} || 25 {{twi|Shelter}} || 1
|-
| Highrise {{PAGENAME}} || 50 {{twi|Heatstamps}} || 30 {{twi|Shelter}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level. The following options can be chosen in any combination:
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Research Institute
|image=Research Institute.png
|target=Research Institute
}}
{{Card-half
|title=Teaching Hospital
|image=Teaching Hospital.png
|target=Teaching Hospital
}}
{{Card-half
|title=Dense Housing Block
|image=Dense Housing Block.png
|target=Dense Housing Block
}}
{{Card-half
|title=Surveillance Watchtower
|image=Surveillance Watchtower.png
|target=Surveillance Watchtower
}}
77ae08e539b5ec662008430a71fd5152b806bb54
Logistics District
0
212
512
2024-04-16T13:08:33Z
Stankosh
7
Created page with "{{District |Workforce Construction=600 |Heatstamps Construction=150 |Workforce Requirements=600 |Materials Demand=50 |Heat Demand= |Output1=Frostland Teams |Output1 Amount=10..."
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{{District
|Workforce Construction=600
|Heatstamps Construction=150
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Frostland Teams
|Output1 Amount=10
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{quote|Enables sending frostland charting expeditions and moving resources between cities and outposts.|Ingame Description}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the {{twi|Frostland Teams}} {{twi|Resources}}. Can be built on the Old Waystation ruins at the edge of the map.
Building the first {{PAGENAME}} unlocks the ability to explore the {{twi|Frostland}} and places City access points on the Frostland map.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}} by adding additional tiles, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 150 {{twi|Heatstamps}} || 10 {{twi|Frostland Teams}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 15 {{twi|Frostland Teams}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level. The following options can be chosen in any combination:
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Dense Housing Block
|image=Dense Housing Block.png
|target=Dense Housing Block
}}
{{Card-half
|title=Vanguard Logistics Bay
|image=Vanguard Logistics Bay.png
|target=Vanguard Logistics Bay
}}
31262cab247db2e29d6b31f48f5f27d06f0ab28d
Central District
0
213
513
2024-04-16T13:19:27Z
Stankosh
7
Created page with "{{District |Output1=Guard Squads |Output1 Amount=12 |Output2=Food |Output2 Amount=20 |Output3=Goods |Output3 Amount=15 |Output4=Shelter |Output4 Amount=90 }} {{PAGENAME}} is a..."
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text/x-wiki
{{District
|Output1=Guard Squads
|Output1 Amount=12
|Output2=Food
|Output2 Amount=20
|Output3=Goods
|Output3 Amount=15
|Output4=Shelter
|Output4 Amount=90
}}
{{PAGENAME}} is a unique {{twi|Districts|District}} in {{GAMENAME}}. Its available at the start of the game and is a hearth of the city, holding the Generator and supplying the city with the basic {{twi|resources}}
By selecting the {{PAGENAME}} Steward can see the fuel mix that generates the {{twi|Heat}} and enable generator overdrive.
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level. The following options can be chosen in any combination:
{{Card-half
|title=Council
|image=Council.png
|target=Council
}}
4dd60a3c0f241ea24cd557b312b1fb8a772f29c8
515
513
2024-04-16T13:37:56Z
Techhead7890
17
area effects
wikitext
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{{District
|Output1=Guard Squads
|Output1 Amount=12
|Output2=Food
|Output2 Amount=20
|Output3=Goods
|Output3 Amount=15
|Output4=Shelter
|Output4 Amount=90
|Heat Demand = 70
}}
{{PAGENAME}} is a unique {{twi|Districts|District}} in {{GAMENAME}}. Its available at the start of the game and serves as the city's hearth, holding the fiery Generator and supplying the city with basic {{twi|resources}}.
By selecting the {{PAGENAME}} Steward can see the fuel mix that generates the {{twi|Heat}} and enable generator overdrive.
== {{PAGENAME}} Buildings ==
As a special district, the only building that can be built in the Central District is the Council. Other buildings may not be placed.
{{Card-half
|title=Council
|image=Council.png
|target=Council
}}
==Area effects==
The Generator provides the "Generator Warmth" bonus, reducing the heating requirement of adjacent districts that share 3 tiles by 5 {{twi|heat}}
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File:Central District.png
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214
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2024-04-16T13:24:20Z
Stankosh
7
wikitext
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da39a3ee5e6b4b0d3255bfef95601890afd80709
Building
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2024-04-16T13:43:27Z
Techhead7890
17
basic stub text
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'''Buildings''' in Frostpunk 2 are special upgrades to the primary structures, [[District]]s. They typically serve as upgrades that enhance [[resource]] production but can also provide unique features, such as unlocking the [[idea tree]] or the [[council]] for laws.
[[Category: Game mechanics]]
5bcac10a45ef4ca7221a3dedd21fe2a796255893
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2024-04-16T13:43:48Z
Techhead7890
17
caps
wikitext
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'''Buildings''' in Frostpunk 2 are special upgrades to the primary structures, [[District]]s. They typically serve as upgrades that enhance [[resource]] production but can also provide unique features, such as unlocking the [[Idea Tree]] or the [[Council]] for laws.
[[Category: Game mechanics]]
aeb89845899fc66fe367520f085c1af870493e73
Heat
0
216
519
2024-04-16T13:46:33Z
Techhead7890
17
stub description
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'''Heat''' is a gameplay concept of protection against cold and low [[temperature]]s. It is required to operate [[Districts]]. It is produced from {{twi|coal}} in the [[Generator]].
aff3624eabc8271fa4646a7887d3a20a2ea81767
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2024-04-16T14:17:56Z
Techhead7890
17
add icons, specify districts that use it
wikitext
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{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} is a [[resource]].
[[category: resource]]
'''Heat''' is a gameplay concept of protection against [[cold]] and low [[temperature]]s. It is required to operate certain [[District]]s, namely the [[Housing District]], the [[Central District]], and the [[Food District]]. It is produced from {{twi|coal}} in the [[Generator]].
Heating can also be generated with Waste Heat researches and can be reduced by certain "Area Bonus" adjacency bonuses by smart placement of districts between each other.
0f942193b6451ea281f3764ab9173a80a631f6f8
543
542
2024-04-16T14:20:04Z
Techhead7890
17
is Demand in the tutorials, other misc
wikitext
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{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
'''Heat''' is a [[Demand]], and a gameplay concept of protection against [[cold]] and low [[temperature]]s. It is required to operate certain [[District]]s, namely the [[Housing District]], the [[Central District]], and the [[Food District]]. It is produced from {{twi|coal}} in the [[Generator]].
Heating can also be generated with Waste Heat researches in the [[Idea Tree]] and can be reduced by certain "Area Bonus" adjacency bonuses by smart placement of districts between each other.
[[category: Demand]]
be64dd3a882191d548d2d87645acc4ce93a19f81
545
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2024-04-16T14:26:37Z
Techhead7890
17
temporarily comment out icon assignment code
wikitext
text/x-wiki
<!--{{#set: icon=File:{{PAGENAME}}.png}}-->
[[File:{{PAGENAME}}.png|thumb|right]]
'''Heat''' is a [[Demand]], and a gameplay concept of protection against [[cold]] and low [[temperature]]s. It is required to operate certain [[District]]s, namely the [[Housing District]], the [[Central District]], and the [[Food District]]. It is produced from {{twi|coal}} in the [[Generator]].
Heating can also be generated with Waste Heat researches in the [[Idea Tree]] and can be reduced by certain "Area Bonus" adjacency bonuses by smart placement of districts between each other.
[[category: Demand]]
9e166260560a0cf3865d6e691f49d4b469f5b8f5
547
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2024-04-16T14:30:41Z
Techhead7890
17
hmm, according to the tutorial "Stockpiling" it considers Heat to be a resource. But it still relates to the concept of "Resource Demand". adjusting back accordingly.
wikitext
text/x-wiki
<!--{{#set: icon=File:{{PAGENAME}}.png}}-->
[[File:{{PAGENAME}}.png|thumb|right]]
'''Heat''' is a [[Resource]], and a gameplay concept of protection against [[cold]] and low [[temperature]]s. It is required as a [[Demand]] to operate certain [[District]]s, namely the [[Housing District]], the [[Central District]], and the [[Food District]]. It is produced from {{twi|coal}} in the [[Generator]].
Heating can also be generated with Waste Heat researches in the [[Idea Tree]] and can be reduced by certain "Area Bonus" adjacency bonuses by smart placement of districts between each other.
[[category: Resource]]
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File:Icebloods.png
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2024-04-16T13:47:09Z
Stankosh
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Stankosh uploaded a new version of [[File:Icebloods.png]]
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File:Heatstamps.png
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Stankosh
7
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text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
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2024-04-16T13:48:41Z
Stankosh
7
Stankosh uploaded a new version of [[File:Heatstamps.png]]
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da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Materials.png
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2024-04-16T13:48:50Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Workforce.png
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2024-04-16T13:48:58Z
Stankosh
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da39a3ee5e6b4b0d3255bfef95601890afd80709
Resources
0
142
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2024-04-16T13:53:30Z
Stankosh
7
wikitext
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There are multiple {{PAGENAME}} in {{GAMENAME}}. Some of them are essential for survival, some are being used for construction. Most resources are constantly consumed by the population and its important to have sufficient amount of {{twi|Districts}} producing them.
==City Status {{PAGENAME}}==
City Status are general type of resources which are showing the current state of the city and current amount of money available.
{{Card-half
|title=Heatstamps
|Image=Heatstamps.png
|target=Heatstamps
}}
{{Card-half
|title=Cores
|target=Cores
}}
{{Card-half
|title=Workforce
|target=Workforce
}}
==City Supplies {{PAGENAME}}==
City Status Resources are crucial for City survival. Depending on the city size there will be some amount of demand for each of those and its up to a Steward to make sure that demand meets the requirements.
{{Card-half
|title=Heat
|target=Heat
}}
{{Card-half
|title=Shelter
|target=Shelter
}}
{{Card-half
|title=Food
|target=Food
}}
{{Card-half
|title=Materials
|target=Materials
}}
{{Card-half
|title=Goods
|target=Goods
}}
==Stockpile {{PAGENAME}}==
Stockpile Resources are being harvested over time and stored. They are not being consumed by population on each cycle.
{{Card-half
|title=Coal
|target=Coal
}}
{{Card-half
|title=Steam
|target=Steam
}}
{{Card-half
|title=Oil
|target=Oil
}}
{{Card-half
|title=Frostland Teams
|target=Frostland Teams
}}
{{Card-half
|title=Guard Squads
|target=Guard Squads
}}
422f31df414eb6e4ed85b9aeffbf4a9312ea2594
526
525
2024-04-16T13:53:47Z
Stankosh
7
wikitext
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There are multiple {{PAGENAME}} in {{GAMENAME}}. Some of them are essential for survival, some are being used for construction. Most resources are constantly consumed by the population and its important to have sufficient amount of {{twi|Districts}} producing them.
==City Status {{PAGENAME}}==
City Status are general type of resources which are showing the current state of the city and current amount of money available.
{{Card-half
|title=Heatstamps
|image=Heatstamps.png
|target=Heatstamps
}}
{{Card-half
|title=Cores
|target=Cores
}}
{{Card-half
|title=Workforce
|target=Workforce
}}
==City Supplies {{PAGENAME}}==
City Status Resources are crucial for City survival. Depending on the city size there will be some amount of demand for each of those and its up to a Steward to make sure that demand meets the requirements.
{{Card-half
|title=Heat
|target=Heat
}}
{{Card-half
|title=Shelter
|target=Shelter
}}
{{Card-half
|title=Food
|target=Food
}}
{{Card-half
|title=Materials
|target=Materials
}}
{{Card-half
|title=Goods
|target=Goods
}}
==Stockpile {{PAGENAME}}==
Stockpile Resources are being harvested over time and stored. They are not being consumed by population on each cycle.
{{Card-half
|title=Coal
|target=Coal
}}
{{Card-half
|title=Steam
|target=Steam
}}
{{Card-half
|title=Oil
|target=Oil
}}
{{Card-half
|title=Frostland Teams
|target=Frostland Teams
}}
{{Card-half
|title=Guard Squads
|target=Guard Squads
}}
3c914540fd50de6c56349dce4bf1abced1dc5fc8
530
526
2024-04-16T14:04:47Z
Stankosh
7
wikitext
text/x-wiki
There are multiple {{PAGENAME}} in {{GAMENAME}}. Some of them are essential for survival, some are being used for construction. Most resources are constantly consumed by the population and its important to have sufficient amount of {{twi|Districts}} producing them.
==City Status {{PAGENAME}}==
City Status are general type of resources which are showing the current state of the city and current amount of money available.
{{Card-half
|title=Heatstamps
|image=Heatstamps.png
|target=Heatstamps
}}
{{Card-half
|title=Cores
|image=Cores.png
|target=Cores
}}
{{Card-half
|title=Workforce
|image=Workforce.png
|target=Workforce
}}
==City Supplies {{PAGENAME}}==
City Status Resources are crucial for City survival. Depending on the city size there will be some amount of demand for each of those and its up to a Steward to make sure that demand meets the requirements.
{{Card-half
|title=Heat
|image=Heat.png
|target=Heat
}}
{{Card-half
|title=Shelter
|image=Shelter.png
|target=Shelter
}}
{{Card-half
|title=Food
|image=Food.png
|target=Food
}}
{{Card-half
|title=Materials
|image=Materials.png
|target=Materials
}}
{{Card-half
|title=Goods
|image=Goods.png
|target=Goods
}}
==Stockpile {{PAGENAME}}==
Stockpile Resources are being harvested over time and stored. They are not being consumed by population on each cycle.
{{Card-half
|title=Coal
|image=Coal.png
|target=Coal
}}
{{Card-half
|title=Steam
|image=Steam.png
|target=Steam
}}
{{Card-half
|title=Oil
|image=Oil.png
|target=Oil
}}
{{Card-half
|title=Frostland Teams
|image=Frostland Teams.png
|target=Frostland Teams
}}
{{Card-half
|title=Guard Squads
|image=Guard Squads.png
|target=Guard Squads
}}
1b7c6527c0f2e041002829eda5762d345ee0cc90
Heatstamps
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{{#set: icon=File:{{PAGENAME}}.png}}
Heatstamps are the main [[resource]] of the game. A currency that allows construction and payment in trade, such as [[goods]].
For example a [[district]] costs roughly 120 heatstamps to build, or frostclearing costs 40 stamps for 8 tiles.
Heatstamps are generated from [[population]]/[[people]] and the rate can be changed [[law]]s. Failing to upkeep enough goods fulfillment will lead to a Heatstamp penalty.
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show icon on page, add icon to example costs
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{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
Heatstamps are the main [[resource]] of the game. It is a currency that allows construction and payment in trade, such as consumer [[goods]].
For example a [[district]] costs roughly 120 {{twi|Heatstamps||nolink}} to build, or [[Frostbreaking]] costs 40 {{twi|Heatstamps||nolink}} for 8 tiles.
Heatstamps are generated from [[population]] and the rate can be changed by [[law]]s. Failing to upkeep enough goods fulfillment will lead to a Heatstamp penalty.
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Template:Template with image
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allow for text next to the icon that is not a link
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<includeonly><span style="display:inline; white-space: nowrap;"><!--
Icon image
-->{{#if: {{#show:{{{1}}}|?icon}}
|[[image:{{PAGENAME:{{#show:{{{1}}}|?icon|link=none|limit=1|searchlabel=}}}}|link={{{1}}}|24px|class=mr-35]]
|
}}{{#if: {{{3|}}}<!--
Parser to add text; choose link, etc. If 3 set, then use first set:
Non link text - prefer override text (eg plural of the icon name) but otherwise just use icon name
-->|{{#if:{{{2|}}} <!--
-->|{{{2}}} <!--
-->|{{{1}}} <!--
-->}}<!--
If 3 not set, add Linked text
-->|[[<!--
-->{{{1}}}|{{#if: {{{2|}}} <!--
-->|{{{2}}}<!--
-->|{{PAGENAME:{{{1}}}}}}}<!--
-->]]
}}</span></includeonly><noinclude>
{{template doc}}
</noinclude>
f5ff4a9ae039f87de4ef6c1c010941d9cb1593d1
Goods
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220
532
2024-04-16T14:06:27Z
Techhead7890
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preload
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{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} is a [[resource]].
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add info
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{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} is a [[resource]]. It is used to provide the population with useful consumer objects. Goods are made from {{twi|materials}} at an [[Industrial District]]. Having insufficient goods reduces {{twi|Heatstamp}} income, and can lead to the {{twi|Crime}} problem.
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substing in pagename
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{{#set: icon=File:Goods.png}}
[[File:Goods.png|thumb|right]]
'''Goods''' are a [[resource]]. It is used to provide the population with useful consumer objects. Goods are made from {{twi|materials}} at an [[Industrial District]]. Having insufficient goods reduces {{twi|Heatstamp}} income, and can lead to the {{twi|Crime}} problem.
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File:Oil.png
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da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Steam.png
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da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Foragers.png
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File:Machinists.png
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da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Technocrats.png
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Stankosh uploaded a new version of [[File:Technocrats.png]]
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Technocrats Icon
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Demand
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Techhead7890
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basic information
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'''Demands''' are a term used by the game to refer to the [[resource]]s and other supplies required to operate [[District]]s.
The main Demands in the game are {{twi|Heat}}, {{twi|Materials}}, and {{twi|Food}}.
Demands are fulfilled from active daily/weekly production first. If this is not possible, resources will be taken from [[stockpile]]s to try and fulfill the remaining balance. If this is not possible then [[Problems]] may arise in the city.
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File:Food.png
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Stankosh uploaded a new version of [[File:Food.png]]
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da39a3ee5e6b4b0d3255bfef95601890afd80709
Temperature
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Techhead7890
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basic info
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'''Temperature''' is a gameplay concept that interacts with the weather. Lower temperature increases the {{twi|Heat}} demands of the city.
Temperature changes can be viewed in the top right of the game window. Typically -20 is the standard temperature. Temperature changes tend to occur in batches of 20 [[week]]s.
[[Category: Game mechanics]]
c372e5bc036fd37ca9e2655252cbcc5bb9ee40d4
File:Cold.png
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da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Crime.png
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File:Disease.png
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File:Hunger.png
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File:Squalor.png
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User:Techhead7890/idea
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testing idea
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Coal Mines
:"How can we mine more coal?"
Unlocks a [[building]] that can be placed in an [[Extraction District]] with a Coal deposit.
{|
!Name !! Description !! Stat 1 !! Stat 2 !! Stat 3 !! Stat 4
|-
|Dust Coal Mine
|... residue coal dust is sucked up and compressed...
|400 Workforce Requirement
|150 Coal output
|Disease slightly increase
|20 materials Demand
|-
|Grinding Coal Mine
|... grinding machines to churn through...
|300 Workforce Requirement
|180 Coal output
|Squalor increase
|60 materials Demand
|}
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faction
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Coal Mines
:"How can we mine more coal?"
Unlocks a [[building]] that can be placed in an [[Extraction District]] with a Coal deposit.
{|
! Faction !! Name !! Description !! Stat 1 !! Stat 2 !! Stat 3 !! Stat 4
|-
|Forager
|Dust Coal Mine
|... residue coal dust is sucked up and compressed...
|400 Workforce Requirement
|150 Coal output
|Disease slightly increase
|20 materials Demand
|-
|Machinist
|Grinding Coal Mine
|... grinding machines to churn through...
|300 Workforce Requirement
|180 Coal output
|Squalor increase
|60 materials Demand
|}
1dde64d6c52c60b8e54cc5cba8579fc553b76f28
Industrial District
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{{District
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Goods
|Output1 Amount=20
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the [[resource]] consumer {{twi|goods}}. Can be built anywhere with no unlock requirement.
Building adjacent to [[Extraction District]] provides the Shared Worker benefit, reducing the {{twi|workforce}} requirement by 75 [[people]]. Building adjacent to [[Housing District]] inflicts the housing with the {{twi|Squalor}} malus.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}} by adding additional tiles, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 20 {{twi|Goods}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 30 {{twi|Goods}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level. The following options can be chosen in any combination:
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Refurbishing Goods Factory
|image=Refurbishing Goods Factory.png
|target=Refurbishing Goods Factory
}}
a0192c62b6296f1da00c958b0bffff894b5aadcd
Dust Coal Mine
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Stankosh
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{{Building
|Zeitgeist=Adaptation
|Idea Required=Coal Mines
|Workforce Construction=400
|Heatstamps Construction=80
|Workforce Requirements=400
|Materials Demand=20
|Heat Demand=
|Output1=Coal
|Output1 Amount=150
|Output2=Disease
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{Quote|Mining operation where residue coal dust is sucked up and compressed into briquettes to make maximum use of the resource.|Frostpunk 2}}
{{PAGENAME}} is one of the {{twi|Extraction District#Extraction District Buildings|Extraction District Buildings}} in {{GAMENAME}}. It produces {{twi|Coal}} and Slightly increases {{twi|Disease}}.
3f3342e29d13aef1b69d99ce59bc948e3975bb1f
Refurbishing Goods Factory
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Stankosh
7
Created page with "{{Building |Zeitgeist=Adaptation |Idea Required=Goods Factories |Workforce Construction=400 |Heatstamps Construction=180 |Workforce Requirements=400 |Materials Requirements=40..."
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{{Building
|Zeitgeist=Adaptation
|Idea Required=Goods Factories
|Workforce Construction=400
|Heatstamps Construction=180
|Workforce Requirements=400
|Materials Requirements=40
|Materials Demand=
|Heat Demand=20
|Output1=Goods
|Output1 Amount=30
|Output2=Disease
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{Quote|Facility using old domestic goods, no matter how soiled, to manufacture new ones with minimal resources.|Ingame description}}
{{PAGENAME}} is one of the {{twi|Factory District#Factory District Buildings|Factory District Buildings}} in {{GAMENAME}}. It produces {{twi|Goods}} and Slightly increases {{twi|Disease}}.
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Techhead7890
17
simplify Industrial District link - but maybe I misunderstood the intent?
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{{Building
|Zeitgeist=Adaptation
|Idea Required=Goods Factories
|Workforce Construction=400
|Heatstamps Construction=180
|Workforce Requirements=400
|Materials Requirements=40
|Materials Demand=
|Heat Demand=20
|Output1=Goods
|Output1 Amount=30
|Output2=Disease
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{Quote|Facility using old domestic goods, no matter how soiled, to manufacture new ones with minimal resources.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the [[Industrial District]] in {{GAMENAME}}. It produces {{twi|Goods}} and Slightly increases {{twi|Disease}}.
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Goods
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Techhead7890
17
materials required
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{{#set: icon=File:Goods.png}}
[[File:Goods.png|right|60px]]
'''Goods''' are a [[resource]]. It is used to provide the population with useful consumer objects. Goods are made from {{twi|materials}} at an [[Industrial District]]. Materials are a resource [[Requirement]] for operation of the district, meaning without any of the input resource, no Goods can be produced at all.
Having insufficient goods reduces {{twi|Heatstamp}} income, and can lead to the {{twi|Crime}} problem.
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Problem
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skeleton info
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'''Problems''' in the city include 5 negative states:
*{{twi|Cold}} - insufficient {{twi|Heat}} or {{twi|Housing}}
*{{twi|Hunger}} - insufficient {{twi|Food}}
*{{twi|Squalor}} - produced by buildings and adjacency with certain [[district]]s
*{{twi|Disease}} - produced by buildings
*{{twi|Crime}} - insufficient {{twi|Food}}
They can reduce the available [[workforce]], require [[material]] upkeep, increase city [[tension]].
They start at the 'absent' state. They can be classed as stable, diminishing, or presumably increasing.
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crime typo
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'''Problems''' in the city include 5 negative states:
*{{twi|Cold}} - insufficient {{twi|Heat}} or {{twi|Housing}}
*{{twi|Hunger}} - insufficient {{twi|Food}}
*{{twi|Squalor}} - produced by buildings and adjacency with certain [[district]]s
*{{twi|Disease}} - produced by buildings
*{{twi|Crime}} - insufficient {{twi|Goods}}
They can reduce the available [[workforce]], require [[material]] upkeep, increase city [[tension]].
They start at the 'absent' state. They can be classed as stable, diminishing, or presumably increasing.
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Techhead7890
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links everywhere, adjust details about squalor
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'''Problems''' in the city include 5 negative effects:
*{{twi|Cold}} - insufficient {{twi|Heat}} or {{twi|Shelter}}
*{{twi|Hunger}} - insufficient {{twi|Food}}
*{{twi|Squalor}} - grime and ill-maintenance produced by insufficient {{twi|Materials}}, {{twi|Machinist||no}} [[building]]s, or adjacency maluses between certain [[district]]s
*{{twi|Disease}} - produced by {{twi|Forager||no}} buildings
*{{twi|Crime}} - insufficient {{twi|Goods}}
They can reduce the available {{twi|workforce}}, slow {{twi|population}} growth, or increase city {{twi|tension}}.
They start at the 'absent' state. They can be classed as stable, diminishing, or presumably increasing.
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Housing
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Techhead7890
17
Just in case this gets used accidentally
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#REDIRECT [[Shelter]]
Please try and correct any [https://frostpunk2.game-vault.net/wiki/Special:WhatLinksHere/Housing pages that link here] to the above page.
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Techhead7890
17
... actually, it probably makes more sense to target at [[Housing District]], which is the full name of something, and it'd be easy enough to find a link to shelter on that page
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#REDIRECT [[Housing District]]
Please try and correct any [https://frostpunk2.game-vault.net/wiki/Special:WhatLinksHere/Housing pages that link here] to the above page.
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File:Dense Housing Block.png
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File:Depot.png
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Law
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Techhead7890
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avoiding double redirect, although potentially this should be expanded to become a "list of laws" separate from [[council]]
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#REDIRECT [[Council]]
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File:Surveillance Watchtower.png
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File:Research Institute.png
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da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Teaching Hospital.png
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Stankosh
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da39a3ee5e6b4b0d3255bfef95601890afd80709
Game Mechanics
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Techhead7890
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laws -> council
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Frostpunk 2 features a variety of Game Mechanics that define the gameplay.
{{Card
|title=[[Events]]
|content=These may be story related or pose challenges to the player.
}}
{{Card
|title=[[Factions]]
|target=Factions
|content=The factions will interact with the {{twi|Book_of_Laws|laws}}, and people belonging to the factions will react to the legal situation. Depending on the faction views they may see the situation favorably or become angry and apply pressure to the Steward to make changes. The definition of who each faction includes may be work or ideology related.
}}
{{Card
|title=[[Population]]
|target=
|content=The player's city is inhabited by various workers of many types, and their children. People will immigrate to the city in search of safety and work.
}}
{{Card
|title=[[Council]]
|target=
|content=The Council decides upon laws that constitute the city's customs and culture, and are a form of progression in the game that can drastically modify resource use or capabilities, deciding how the scenario will play out.
}}
{{Card
|title=[[Technology Tree]]
|content=A likely progression system to unlock more buildings or features.
}}
{{Card
|title=[[Resources]]
|content= Used to complete actions, help citizens, or build districts.
}}
{{Card
|title=[[Heat]]
|content= There is a [[generator]] at the centre of the city that protects the citizens against the cold.
}}
{{Card
|title=[[Sickness]]
|content=If people do not have heat, they may get sick.
}}
{{Card
|title=[[Scenarios]]
|content=There may be maps or scenarios with varied starting settings or objectives.
}}
{{Card
|title=[[Frostbreaking]]
|content=Initially, you can only build Districts in a limited area. The wider terrain is covered in frozen-stiff ground, which is impossible to construct upon. To widen the buildable area , you'll neeed to use '''Frostbreakers'''.
}}
4d7ce62ea2fe5ee0e678efc1db5913533df0a659
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Techhead7890
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problems and zeitgeist
wikitext
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Frostpunk 2 features a variety of Game Mechanics that define the gameplay.
{{Card
|title=[[Events]]
|content=These may be story related or pose challenges to the player.
}}
{{Card
|title=[[Factions]]
|target=Factions
|content=The factions will interact with the {{twi|Book_of_Laws|laws}}, and people belonging to the factions will react to the legal situation. Depending on the faction views they may see the situation favorably or become angry and apply pressure to the Steward to make changes. The definition of who each faction includes may be work or ideology related.
}}
{{Card
|title=[[Population]]
|target=
|content=The player's city is inhabited by various workers of many types, and their children. People will immigrate to the city in search of safety and work.
}}
{{Card
|title=[[Council]]
|target=
|content=The Council decides upon laws that constitute the city's customs and culture, and are a form of progression in the game that can drastically modify resource use or capabilities, deciding how the scenario will play out.
}}
{{Card
|title=[[Technology Tree]]
|content=A likely progression system to unlock more buildings or features.
}}
{{Card
|title=[[Resources]]
|content= Used to complete actions, help citizens, or build districts.
}}
{{Card
|title=[[Heat]]
|content= There is a [[generator]] at the centre of the city that protects the citizens against the cold.
}}
{{Card
|title=[[Sickness]]
|content=If people do not have heat, they may get sick.
}}
{{Card
|title=[[Scenarios]]
|content=There may be maps or scenarios with varied starting settings or objectives.
}}
{{Card
|title=[[Frostbreaking]]
|content=Initially, you can only build Districts in a limited area. The wider terrain is covered in frozen-stiff ground, which is impossible to construct upon. To widen the buildable area , you'll neeed to use '''Frostbreakers'''.
}}
{{Card
|title=[[Problem]]
|content=Failing to address shortages can create growing problems that deteriorate the city's ability to function.
}}
{{Card
|title=[[Zeitgeist]]
|content=A system that ties together every law and technology into the Faction system.
}}
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Techhead7890
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technology -> idea tree
wikitext
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Frostpunk 2 features a variety of Game Mechanics that define the gameplay.
{{Card
|title=[[Events]]
|content=These may be story related or pose challenges to the player.
}}
{{Card
|title=[[Factions]]
|target=Factions
|content=The factions will interact with the {{twi|Book_of_Laws|laws}}, and people belonging to the factions will react to the legal situation. Depending on the faction views they may see the situation favorably or become angry and apply pressure to the Steward to make changes. The definition of who each faction includes may be work or ideology related.
}}
{{Card
|title=[[Population]]
|target=
|content=The player's city is inhabited by various workers of many types, and their children. People will immigrate to the city in search of safety and work.
}}
{{Card
|title=[[Council]]
|target=
|content=The Council decides upon laws that constitute the city's customs and culture, and are a form of progression in the game that can drastically modify resource use or capabilities, deciding how the scenario will play out.
}}
{{Card
|title=[[Idea Tree]]
|content=A progression system to unlock more technology such as buildings or other features.
}}
{{Card
|title=[[Resources]]
|content= Used to complete actions, help citizens, or build districts.
}}
{{Card
|title=[[Heat]]
|content= There is a [[generator]] at the centre of the city that protects the citizens against the cold.
}}
{{Card
|title=[[Sickness]]
|content=If people do not have heat, they may get sick.
}}
{{Card
|title=[[Scenarios]]
|content=There may be maps or scenarios with varied starting settings or objectives.
}}
{{Card
|title=[[Frostbreaking]]
|content=Initially, you can only build Districts in a limited area. The wider terrain is covered in frozen-stiff ground, which is impossible to construct upon. To widen the buildable area , you'll neeed to use '''Frostbreakers'''.
}}
{{Card
|title=[[Problem]]
|content=Failing to address shortages can create growing problems that deteriorate the city's ability to function.
}}
{{Card
|title=[[Zeitgeist]]
|content=A system that ties together every law and technology into the Faction system.
}}
3c0c4144c4214a437a6ecae96390d93d9f0d12ed
599
598
2024-04-16T16:13:30Z
Techhead7890
17
sickness -> workforce. reshuffling some cards so the ones with content are closer to the top
wikitext
text/x-wiki
Frostpunk 2 features a variety of Game Mechanics that define the gameplay.
{{Card
|title=[[Factions]]
|target=Factions
|content=The factions will interact with the {{twi|Book_of_Laws|laws}}, and people belonging to the factions will react to the legal situation. Depending on the faction views they may see the situation favorably or become angry and apply pressure to the Steward to make changes. The definition of who each faction includes may be work or ideology related.
}}
{{Card
|title=[[Population]]
|target=
|content=The player's city is inhabited by various workers of many types, and their children. People will immigrate to the city in search of safety and work.
}}
{{Card
|title=[[Frostbreaking]]
|content=Initially, you can only build Districts in a limited area. The wider terrain is covered in frozen-stiff ground, which is impossible to construct upon. To widen the buildable area , you'll neeed to use '''Frostbreakers'''.
}}
{{Card
|title=[[Council]]
|target=
|content=The Council decides upon laws that constitute the city's customs and culture, and are a form of progression in the game that can drastically modify resource use or capabilities, deciding how the scenario will play out.
}}
{{Card
|title=[[Idea Tree]]
|content=A progression system to unlock more technology such as buildings or other features.
}}
{{Card
|title=[[Resources]]
|content= Used to complete actions, help citizens, or build districts.
}}
{{Card
|title=[[Problem]]
|content=Failing to address shortages can create growing problems that deteriorate the city's ability to function.
}}
{{Card
|title=[[Zeitgeist]]
|content=A system that ties together every law and technology into the Faction system.
}}
{{Card
|title=[[Heat]]
|content= There is a [[generator]] at the centre of the city that protects the citizens against the cold.
}}
{{Card
|title=[[Workforce]]
|content=Workforce is the proportion of population that can work. But it may get reduced if people may get sick or injured.
}}
{{Card
|title=[[Events]]
|content=These may be story related or pose challenges to the player.
}}
{{Card
|title=[[Scenarios]]
|content=There may be maps or scenarios with varied starting settings or objectives.
}}
4d854aa1e4a2bcfd1c2b811e669a9f6f36fd1ce9
Food District
0
186
578
488
2024-04-16T15:32:23Z
Stankosh
7
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=100
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=40
|Output1=Food
|Output1 Amount=60
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the food [[resource]]. Can be constructed on fertile food deposits.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 60 {{twi|Food}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 80 {{twi|Food}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Biowaste Drum Hothouse
|image=Biowaste Drum Hothouse.png
|target=Biowaste Drum Hothouse
}}
{{Card-half
|title=Chemical Drum Hothouse
|image=Chemical Drum Hothouse.png
|target=Chemical Drum Hothouse
}}
1eaffa45e4de8caf8ecdd7fde19c96f4725cddca
Workforce
0
201
579
491
2024-04-16T15:33:28Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
'''Workforce''' represents proportion of the [[people]] that are willing to work. At the start, 60% of the city's [[population]] will work.
Most [[district]] construction or [[frostbreaking]] or district [[building]]s require workforce.
Workforce use can be reduced by adjacency between Industrial and Extraction workers with the "Shared Workers" adjacency bonus.
This can be changed by labor [[law]]s or [[idea]]s. Harsher labour laws allow a higher Workforce percentage, although this may cause [[tension]] or [[faction]] disapproval.
[[Category: game mechanics]]
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Zeitgeist
0
246
580
2024-04-16T15:33:45Z
Techhead7890
17
basic info
wikitext
text/x-wiki
'''Zeitgeist''' is a defining factor of the [[council]] and [[faction]] system that ties together with the {{twi|Idea Tree}} and Council laws.
All ideas and laws fit onto the axes of ''{{twi|Survival||no}}'', ''{{twi|Economy||no}}'', and ''{{twi|Society||no}}''. Each community tends to favour a certain position on each axis.
The ideological positions for Survival are called Adaptation and Progress.
The ideological positions for Economy are called Equality and Merit.
The ideological positions for Society are called Reason and Tradition.
4ae2529ca3c003043d1f2975c863305119acbfed
585
580
2024-04-16T15:45:59Z
Techhead7890
17
misc
wikitext
text/x-wiki
'''Zeitgeist''' is a defining factor of the [[council]] and [[faction]] system that ties together with the {{twi|Idea Tree}} and Council laws.
All ideas and laws fit onto the axes of ''{{twi|Survival||no}}'', ''{{twi|Economy||no}}'', and ''{{twi|Society||no}}''. Each community tends to favour a certain position on each axis. The city will also favour an ideological position due to the player's actions, such as construction, research, and laws passed. The current Zeitgeist of the player's city can be viewed as bars in the bottom left of the screen.
==Ideological positions==
The ideological positions for Survival are called Adaptation and Progress.
The ideological positions for Economy are called Equality and Merit.
The ideological positions for Society are called Reason and Tradition.
197024e1767eb853b16a075a477454b278672e9a
595
585
2024-04-16T16:06:33Z
Techhead7890
17
communities and factions
wikitext
text/x-wiki
'''Zeitgeist''' is a defining factor of the [[council]] and [[faction]] system that ties together with the {{twi|Idea Tree}} and Council laws.
All ideas and laws fit onto the axes of ''{{twi|Survival||no}}'', ''{{twi|Economy||no}}'', and ''{{twi|Society||no}}''. Each community tends to favour a certain position on each axis. The city will also favour an ideological position due to the player's actions, such as construction, research, and laws passed. The current Zeitgeist of the player's city can be viewed as bars in the bottom left of the screen.
==Ideological positions==
The ideological positions for Survival are called Adaptation and Progress.
The ideological positions for Economy are called Equality and Merit.
The ideological positions for Society are called Reason and Tradition.
==Communities and Factions==
Communities and [[Faction]]s tend to prefer certain solutions and positions. Using actions that support their ideology will increase relations with that faction.
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Idea Tree
0
188
581
528
2024-04-16T15:35:12Z
Techhead7890
17
link ideology -> [[Zeitgeist]]
wikitext
text/x-wiki
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing said building, they will gain access to the Idea Tree.
Ideas are tied to communities. The concept is that the communities are the ones researching these ideas. There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. In turn, each section is broken down into issues or concepts. Each faction tends to have different ideas about how to proceed with a concept. Almost every technology has two or more possibilities for research, all of which can be researched, and each possibility corresponding to an existing [[Factions|faction]] within the city at the time. Although some technologies may only have one option, or may only be available to one specific faction. It is common for a [[Factions|faction]] to request a specific technology be researched to fulfill a promise made.
To begin researching something, the player must pay a {{twi|Heatstamps}} fee of 50, though more complex technologies can increase that to 100 or more. When a technology is finished researching, it becomes immediately available for use by the player and expands its branches, like a tree, to many other similarly related research options.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration/[[scouting]]. The two opposing [[Zeitgeist|ideologies]] in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the [[Logistics Bay]] for upgrading scouting (note that this is a building and only upgrades the [[Logistic District]]).
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, {{twi|Heatstamps}} production, and addressing worker issues.
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
82e02716f89c14911381ef3c13951db95154c50d
582
581
2024-04-16T15:36:00Z
Techhead7890
17
/* Survival */ fix [[Logistics District]] link
wikitext
text/x-wiki
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing said building, they will gain access to the Idea Tree.
Ideas are tied to communities. The concept is that the communities are the ones researching these ideas. There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. In turn, each section is broken down into issues or concepts. Each faction tends to have different ideas about how to proceed with a concept. Almost every technology has two or more possibilities for research, all of which can be researched, and each possibility corresponding to an existing [[Factions|faction]] within the city at the time. Although some technologies may only have one option, or may only be available to one specific faction. It is common for a [[Factions|faction]] to request a specific technology be researched to fulfill a promise made.
To begin researching something, the player must pay a {{twi|Heatstamps}} fee of 50, though more complex technologies can increase that to 100 or more. When a technology is finished researching, it becomes immediately available for use by the player and expands its branches, like a tree, to many other similarly related research options.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration/[[scouting]]. The two opposing [[Zeitgeist|ideologies]] in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the [[Logistics Bay]] for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]).
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, {{twi|Heatstamps}} production, and addressing worker issues.
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
be02d6458b3d3a14b5ee700f6ca9d3af9d37c6e3
Generator
0
195
583
486
2024-04-16T15:38:17Z
Techhead7890
17
link central district, people -> population
wikitext
text/x-wiki
The '''Generator''' in Frostpunk 2 is more abstract than the first game. It is still roughly in the middle of the playable Nation, situated within the {{twi|Central District}}, but its management is now automatic.
The Generator still generates {{twi|Heat}}, and if Heat is not fulfilled, the generator will no longer protect against [[Cold]]. In order to produce heat, the generator can consume {{twi|coal}} or [[oil]] as [[resource]]s, and will automatically scale its input accordingly and automatically.
The Steward can choose to overdrive the generator to improve the fuel to heat ratio. If the overdrive gets too high, a dangerous accident may occur that damages the [[population]].
[[Category: game mechanics]]
02d45e0e1e9ea8ee183507ec93f200fed0cefe28
Food
0
247
584
2024-04-16T15:43:34Z
Stankosh
7
Created page with "{{#set: icon=File:{{PAGENAME}}.png}} [[File:{{PAGENAME}}.png|thumb|right]] {{PAGENAME}} are one of the main {{twi|resources}} in {{GAMENAME}}. It feeds {{twi|population}} and..."
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} are one of the main {{twi|resources}} in {{GAMENAME}}. It feeds {{twi|population}} and prevents {{twi|Hunger}} problem.
Build {{twi|Food District|Food Districts}}, find food sources in the {{twi|Frostland}}, conduct {{twi|research}} and pass {{twi|Laws}} to keep famine at bay.
b52d50b8892f131351299cd2702977a92522eb2e
603
584
2024-04-16T16:29:11Z
Techhead7890
17
adjusting links
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} is one of the main {{twi|resources}} in Frostpunk 2. It is provided to the [[community|communities]] of the city as a [[Demand]] to feed the [[population]], and satisfying it prevents the [[problem]] of {{twi|Hunger}}.
Build {{twi|Food District|Food Districts}} and upgrade them with Hothouse [[building]]s, find food sources in the {{twi|Frostland}}, conduct the research of new [[idea]]s, and pass laws at the [[Council]] to keep famine at bay.
ed75c552f958601c46dfceea3c4bb9d09eda9233
File:Food.png
6
143
586
548
2024-04-16T15:47:16Z
Stankosh
7
Stankosh uploaded a new version of [[File:Food.png]]
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Faction
0
129
588
496
2024-04-16T15:49:02Z
Techhead7890
17
zeitgeists
wikitext
text/x-wiki
'''Factions''' are major political forces in {{GAMENAME}}. Population will belong to variety of factions and their faction govern what they like and what they don't. It can concern for different game aspects, for example [[Council]] voting.
==Foragers==
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They are fiercely pro-Adaptation ideology in the Survival [[Zeitgeist]].
===Icebloods===
[[File:Icebloods.png|thumb]]
These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole.
==Machinists==
:"Technological progress guarantees survival."
These are the base community for the Machinists. They are fiercely pro-Progress ideology in the Survival [[Zeitgeist]].
===Technocrats===
[[File:Technocrats.png|thumb]]
Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to.
==Other factions==
It is known that other communities will exist, such as Merchants and Lords, but it is not known what their advanced factions will be.
c3f976413c71a28591874c87db6f121313c8cf0d
590
588
2024-04-16T15:50:55Z
Techhead7890
17
faction zeitgeists
wikitext
text/x-wiki
'''Factions''' are major political forces in {{GAMENAME}}. Population will belong to variety of factions and their faction govern what they like and what they don't. It can concern for different game aspects, for example [[Council]] voting.
==Foragers==
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They are fiercely pro-Adaptation ideology in the Survival [[Zeitgeist]].
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic Merit and Society Tradition ideological Zeitgeists.
==Machinists==
:"Technological progress guarantees survival."
These are the base community for the Machinists. They are fiercely pro-Progress ideology in the Survival [[Zeitgeist]].
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to.
Icebloods support the Society Reason and Economic Equality ideological Zeitgeists.
==Other factions==
It is known that other communities will exist, such as Merchants and Lords, but it is not known what their advanced factions or ideological positions will be.
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File:Heat.png
6
248
589
2024-04-16T15:49:48Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Shelter.png
6
249
591
2024-04-16T15:52:03Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Goods.png
6
146
592
349
2024-04-16T15:55:20Z
Stankosh
7
Stankosh uploaded a new version of [[File:Goods.png]]
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da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Guard Squads.png
6
250
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2024-04-16T16:06:24Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Frostland Teams.png
6
251
594
2024-04-16T16:06:33Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Cores.png
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596
2024-04-16T16:08:16Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Materials
0
253
600
2024-04-16T16:15:00Z
Techhead7890
17
add preload
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} is a [[resource]].
[[category: resource]]
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601
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2024-04-16T16:20:35Z
Techhead7890
17
add info
wikitext
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{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|100px|right]]
:"Processed resources used for industry and maintenance. Without them, the harsh conditions will deteriorate our infrastructure and increase Squalor."
'''Materials''' are a [[resource]]. Materials are [[Demand]]ed for the operation of most [[District]]s, and Required for the operation of the {{twi|Industrial District}}. Materials are not actually used for construction, only upkeep.
Materials can be extracted from iron or wood deposits on the map using an {{twi|Extraction District}}. The production of the extraction district is fixed, and xpanding the District will increase production even if the additional tiles of the district are not on deposits.
==Trivia==
* The [[Central District]] does not gather any Materials.
* The [[Housing District]] is the only district that does not require Materials.
[[category: resource]]
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Population
0
254
602
2024-04-16T16:25:07Z
Techhead7890
17
basic info
wikitext
text/x-wiki
'''Population''' counts the number of humans in the city. Population increases {{twi|heatstamp}} income, and increases the membership of the city's [[faction]]s and communities that [[Demand]] the resources {{twi|Shelter}}, {{twi|Food}}, and {{twi|Goods}}.
A proportion of the population is counted as [[workforce]], typically 60% to start.
The population grows at a steady rate. The rate can be increased by passing immigration laws at the [[Council]]. It can be slowed by the problem of {{twi|Squalor}}.
42cde19511616ac396b9c02470062b868c29a839
Problem
0
236
605
604
2024-04-16T16:38:02Z
Techhead7890
17
buildings that deal with problems
wikitext
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'''Problems''' in the city include 5 negative effects:
*{{twi|Cold}} - insufficient {{twi|Heat}} or {{twi|Shelter}}
*{{twi|Hunger}} - insufficient {{twi|Food}}
*{{twi|Squalor}} - grime and ill-maintenance produced by insufficient {{twi|Materials}}, {{twi|Machinist||no}} [[building]]s, or adjacency maluses between certain [[district]]s
** Squalor can be dealt with by filtration buildings.
*{{twi|Disease}} - produced by {{twi|Forager||no}} buildings
** Diseasecan be dealt with by the [[Hospital]] building or certain council laws, such as Quarantine and Funerals.
*{{twi|Crime}} - insufficient {{twi|Goods}}
** Crime can be dealt with by [[Watchtower]] buildings.
They can reduce the available {{twi|workforce}}, slow {{twi|population}} growth, or increase city {{twi|tension}}.
They start at the 'absent' state. They can be classed as stable, diminishing, or presumably increasing.
1d49365ffdb8827c2477a9bee1178d2d1acd3a36
606
605
2024-04-16T16:38:51Z
Techhead7890
17
watchtower has no faction variant
wikitext
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'''Problems''' in the city include 5 negative effects:
*{{twi|Cold}} - insufficient {{twi|Heat}} or {{twi|Shelter}}
*{{twi|Hunger}} - insufficient {{twi|Food}}
*{{twi|Squalor}} - grime and ill-maintenance produced by insufficient {{twi|Materials}}, {{twi|Machinist||no}} [[building]]s, or adjacency maluses between certain [[district]]s
** Squalor can be dealt with by filtration buildings.
*{{twi|Disease}} - produced by {{twi|Forager||no}} buildings
** Diseasecan be dealt with by the [[Hospital]] building or certain council laws, such as Quarantine and Funerals.
*{{twi|Crime}} - insufficient {{twi|Goods}}
** Crime can be dealt with by the [[Watchtower]] building.
They can reduce the available {{twi|workforce}}, slow {{twi|population}} growth, or increase city {{twi|tension}}.
They start at the 'absent' state. They can be classed as stable, diminishing, or presumably increasing.
82bd3e897cca132a9fd7ef2410a5d7725e406686
Population
0
254
607
602
2024-04-16T16:39:16Z
Techhead7890
17
category
wikitext
text/x-wiki
'''Population''' counts the number of humans in the city. Population increases {{twi|heatstamp}} income, and increases the membership of the city's [[faction]]s and communities that [[Demand]] the resources {{twi|Shelter}}, {{twi|Food}}, and {{twi|Goods}}.
A proportion of the population is counted as [[workforce]], typically 60% to start.
The population grows at a steady rate. The rate can be increased by passing immigration laws at the [[Council]]. It can be slowed by the problem of {{twi|Squalor}}.
[[Category: Game mechanics]]
3df29d3a33c353d099dffae3c8242ddf7776e8c4
Demand
0
226
608
544
2024-04-16T16:41:29Z
Techhead7890
17
fix plural link
wikitext
text/x-wiki
'''Demands''' are a term used by the game to refer to the [[resource]]s and other supplies required to operate [[District]]s.
The main Demands in the game are {{twi|Heat}}, {{twi|Materials}}, and {{twi|Food}}.
Demands are fulfilled from active daily/weekly production first. If this is not possible, resources will be taken from [[stockpile]]s to try and fulfill the remaining balance. If this is not possible then [[Problem]]s may arise in the city.
dfff6d25ef79f558e62bea0469e768bd556ff348
Resources
0
142
609
530
2024-04-16T16:49:11Z
Techhead7890
17
districts -> district
wikitext
text/x-wiki
There are multiple {{PAGENAME}} in {{GAMENAME}}. Some of them are essential for survival, some are being used for construction. Most resources are constantly consumed by the population and its important to have sufficient amount of {{twi|District}} producing them.
==City Status {{PAGENAME}}==
City Status are general type of resources which are showing the current state of the city and current amount of money available.
{{Card-half
|title=Heatstamps
|image=Heatstamps.png
|target=Heatstamps
}}
{{Card-half
|title=Cores
|image=Cores.png
|target=Cores
}}
{{Card-half
|title=Workforce
|image=Workforce.png
|target=Workforce
}}
==City Supplies {{PAGENAME}}==
City Status Resources are crucial for City survival. Depending on the city size there will be some amount of demand for each of those and its up to a Steward to make sure that demand meets the requirements.
{{Card-half
|title=Heat
|image=Heat.png
|target=Heat
}}
{{Card-half
|title=Shelter
|image=Shelter.png
|target=Shelter
}}
{{Card-half
|title=Food
|image=Food.png
|target=Food
}}
{{Card-half
|title=Materials
|image=Materials.png
|target=Materials
}}
{{Card-half
|title=Goods
|image=Goods.png
|target=Goods
}}
==Stockpile {{PAGENAME}}==
Stockpile Resources are being harvested over time and stored. They are not being consumed by population on each cycle.
{{Card-half
|title=Coal
|image=Coal.png
|target=Coal
}}
{{Card-half
|title=Steam
|image=Steam.png
|target=Steam
}}
{{Card-half
|title=Oil
|image=Oil.png
|target=Oil
}}
{{Card-half
|title=Frostland Teams
|image=Frostland Teams.png
|target=Frostland Teams
}}
{{Card-half
|title=Guard Squads
|image=Guard Squads.png
|target=Guard Squads
}}
e6c40c348292670eb80f398fe8a551bb6793f17a
610
609
2024-04-16T16:50:06Z
Techhead7890
17
whoops, needs to be a renamed/piped link
wikitext
text/x-wiki
There are multiple Resources in {{GAMENAME}}. Some of them are essential for survival, some are being used for construction. Most resources are constantly consumed by the population and its important to have sufficient amount of {{twi|District|Districts}} producing them.
==City Status {{PAGENAME}}==
City Status are general type of resources which are showing the current state of the city and current amount of money available.
{{Card-half
|title=Heatstamps
|image=Heatstamps.png
|target=Heatstamps
}}
{{Card-half
|title=Cores
|image=Cores.png
|target=Cores
}}
{{Card-half
|title=Workforce
|image=Workforce.png
|target=Workforce
}}
==City Supplies {{PAGENAME}}==
City Status Resources are crucial for City survival. Depending on the city size there will be some amount of demand for each of those and its up to a Steward to make sure that demand meets the requirements.
{{Card-half
|title=Heat
|image=Heat.png
|target=Heat
}}
{{Card-half
|title=Shelter
|image=Shelter.png
|target=Shelter
}}
{{Card-half
|title=Food
|image=Food.png
|target=Food
}}
{{Card-half
|title=Materials
|image=Materials.png
|target=Materials
}}
{{Card-half
|title=Goods
|image=Goods.png
|target=Goods
}}
==Stockpile {{PAGENAME}}==
Stockpile Resources are being harvested over time and stored. They are not being consumed by population on each cycle.
{{Card-half
|title=Coal
|image=Coal.png
|target=Coal
}}
{{Card-half
|title=Steam
|image=Steam.png
|target=Steam
}}
{{Card-half
|title=Oil
|image=Oil.png
|target=Oil
}}
{{Card-half
|title=Frostland Teams
|image=Frostland Teams.png
|target=Frostland Teams
}}
{{Card-half
|title=Guard Squads
|image=Guard Squads.png
|target=Guard Squads
}}
24ac089f38bfc3d189ecd41e9aa6655a72f3eb9d
616
610
2024-04-16T17:44:23Z
Techhead7890
17
/* Stockpile {{PAGENAME}} */ I'm not sure if they have a canonical name in game, but because some of the other City resources have stockpiles it may be better to pick a different term (eg stored)
wikitext
text/x-wiki
There are multiple Resources in {{GAMENAME}}. Some of them are essential for survival, some are being used for construction. Most resources are constantly consumed by the population and its important to have sufficient amount of {{twi|District|Districts}} producing them.
==City Status {{PAGENAME}}==
City Status are general type of resources which are showing the current state of the city and current amount of money available.
{{Card-half
|title=Heatstamps
|image=Heatstamps.png
|target=Heatstamps
}}
{{Card-half
|title=Cores
|image=Cores.png
|target=Cores
}}
{{Card-half
|title=Workforce
|image=Workforce.png
|target=Workforce
}}
==City Supplies {{PAGENAME}}==
City Status Resources are crucial for City survival. Depending on the city size there will be some amount of demand for each of those and its up to a Steward to make sure that demand meets the requirements.
{{Card-half
|title=Heat
|image=Heat.png
|target=Heat
}}
{{Card-half
|title=Shelter
|image=Shelter.png
|target=Shelter
}}
{{Card-half
|title=Food
|image=Food.png
|target=Food
}}
{{Card-half
|title=Materials
|image=Materials.png
|target=Materials
}}
{{Card-half
|title=Goods
|image=Goods.png
|target=Goods
}}
==Stored {{PAGENAME}}==
Stored Resources are being harvested over time and stored. They are not being consumed by population on each cycle.
{{Card-half
|title=Coal
|image=Coal.png
|target=Coal
}}
{{Card-half
|title=Steam
|image=Steam.png
|target=Steam
}}
{{Card-half
|title=Oil
|image=Oil.png
|target=Oil
}}
{{Card-half
|title=Frostland Teams
|image=Frostland Teams.png
|target=Frostland Teams
}}
{{Card-half
|title=Guard Squads
|image=Guard Squads.png
|target=Guard Squads
}}
4efed46387564a1c9f0c6fd8dbcf060227fbcf4c
Building
0
215
611
518
2024-04-16T16:57:21Z
Techhead7890
17
wikitext
text/x-wiki
'''Buildings''' in Frostpunk 2 are special upgrades to the primary structures, [[District]]s. They typically serve as upgrades that enhance [[resource]] production but can also provide unique features, such as unlocking the [[Idea Tree]] or the [[Council]] for laws.
Most buildings are restricted to what districts they can be placed in. Most buildings are unlocked by research in the idea tree, and generally a faction has a variant of each building that conceptually operates in a different way. This can affect or optimise the building's requirements, outputs or downsides. Buildings require some {{twi|Workforce}}, may consume some {{twi|Heat}} or {{twi|Materials}}, and tend to increase some [[problem]]s as part of their output.
[[Category: Game mechanics]]
a8df1ca5ee3d1b7adba721f22a545a96c80fd84d
Workforce
0
201
612
579
2024-04-16T17:14:01Z
Techhead7890
17
clarify absolute count of workers vs proportion
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
'''Workforce''' represents the count of workers, the people in the proportion of the city's [[population]] that are willing to work. At the start, the Workforce percentage is 60% of the population.
Most [[district]] construction or [[frostbreaking]] or district [[building]]s require {{twi|workforce||no}}.
Workforce use can be reduced by adjacency between Industrial and Extraction workers with the "Shared Workers" adjacency bonus. Alternatively if at least of the district's tiles are within range of an {{twi|Air Transport Hub}}, they will also get a workforce bonus.
The workforce percentage can be changed by labor [[law]]s or [[idea]]s. Harsher labour laws allow a higher Workforce percentage, although this may cause [[tension]] or [[faction]] disapproval.
[[Category: game mechanics]]
f2106315e8423dfcc06c10384d609ee7291735e0
620
612
2024-04-16T18:45:54Z
Techhead7890
17
requirement inop
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
'''Workforce''' represents the count of workers, the people in the proportion of the city's [[population]] that are willing to work. At the start, the Workforce percentage is 60% of the population.
Most [[frostbreaking]], [[district]] construction or operation, and district [[building]]s require {{twi|workforce||no}}. If they can't get enough workforce to fulfil the Requirement, then they will not operate.
Workforce use can be reduced by adjacency between Industrial and Extraction workers with the "Shared Workers" adjacency bonus. Alternatively if at least of the district's tiles are within range of an {{twi|Air Transport Hub}}, they will also get a workforce bonus.
The workforce percentage can be changed by labor [[law]]s or [[idea]]s. Harsher labour laws allow a higher Workforce percentage, although this may cause [[tension]] or [[faction]] disapproval.
[[Category: game mechanics]]
99fc8e2e2c94a937116a7827ac67d8ad073db40a
Idea Tree
0
188
613
582
2024-04-16T17:17:02Z
Argresh
14
Changed around some redirects to make it more clean
wikitext
text/x-wiki
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
Ideas are tied to communities. The concept is that the communities are the ones researching these ideas. There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. In turn, each section is broken down into issues or concepts. Each [[Faction]] tends to have different ideas about how to proceed with a concept. Almost every technology has two or more possibilities for research, all of which can be researched, and each possibility corresponding to an existing Faction within the city at the time. Although some technologies may only have one option, or may only be available to one specific Faction. It is common for a Faction to request a specific technology be researched to fulfill a promise made.
To begin researching something, the player must pay a {{twi|Heatstamps}} fee of 50, though more complex technologies can increase that to 100 or more, and sometimes it is completely free due to a Faction unlocking it before the player. When a technology is finished researching, it becomes immediately available for use and expands its branches, like a tree, to many other similarly related research options.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration/[[scouting]]. The two opposing [[Zeitgeist]] in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the [[Logistics Bay]] for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]).
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing Zeitgeist in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
2a9f190b2e05a816376fcc3fbedec705497f5568
647
613
2024-04-17T06:15:31Z
Stankosh
7
/* Survival */
wikitext
text/x-wiki
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
Ideas are tied to communities. The concept is that the communities are the ones researching these ideas. There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. In turn, each section is broken down into issues or concepts. Each [[Faction]] tends to have different ideas about how to proceed with a concept. Almost every technology has two or more possibilities for research, all of which can be researched, and each possibility corresponding to an existing Faction within the city at the time. Although some technologies may only have one option, or may only be available to one specific Faction. It is common for a Faction to request a specific technology be researched to fulfill a promise made.
To begin researching something, the player must pay a {{twi|Heatstamps}} fee of 50, though more complex technologies can increase that to 100 or more, and sometimes it is completely free due to a Faction unlocking it before the player. When a technology is finished researching, it becomes immediately available for use and expands its branches, like a tree, to many other similarly related research options.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration/[[scouting]]. The two opposing [[Zeitgeist]] in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the [[Logistics Bay]] for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]).
*{{twi|Goods Factories}}
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing Zeitgeist in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
d2fd58c95398ba66a069198cd04d399461d3ea64
Steward
0
178
614
419
2024-04-16T17:21:00Z
Techhead7890
17
people -> population
wikitext
text/x-wiki
The player is known as the city '''Steward'''.
==Speculation==
If the player makes poor decisions, upsetting the [[faction]]s or failing to provide for the [[population]] and citizens, they may form some kind of revolution [[event]] that ends the game.
8424bf7faffc0613dc90bf95c60ae6f11b586314
Zeitgeist
0
246
617
595
2024-04-16T17:46:27Z
Techhead7890
17
/* Communities and Factions */ add example
wikitext
text/x-wiki
'''Zeitgeist''' is a defining factor of the [[council]] and [[faction]] system that ties together with the {{twi|Idea Tree}} and Council laws.
All ideas and laws fit onto the axes of ''{{twi|Survival||no}}'', ''{{twi|Economy||no}}'', and ''{{twi|Society||no}}''. Each community tends to favour a certain position on each axis. The city will also favour an ideological position due to the player's actions, such as construction, research, and laws passed. The current Zeitgeist of the player's city can be viewed as bars in the bottom left of the screen.
==Ideological positions==
The ideological positions for Survival are called Adaptation and Progress.
The ideological positions for Economy are called Equality and Merit.
The ideological positions for Society are called Reason and Tradition.
==Communities and Factions==
Communities and [[Faction]]s tend to prefer certain solutions and positions. Using actions that support their ideology will increase relations with that faction.
For example, the Iceblood faction prefers Survival Adapatation, Economic Merit, and Society Tradition.
14cc7bfd9505a82b1dceaaf5aae15c63b14cdf90
618
617
2024-04-16T18:01:50Z
Techhead7890
17
consistency
wikitext
text/x-wiki
'''Zeitgeist''' is a defining factor of the [[council]] and [[faction]] system that ties together with the {{twi|Idea Tree}} and Council laws.
All ideas and laws fit onto the axes of ''{{twi|Survival||no}}'', ''{{twi|Economy||no}}'', and ''{{twi|Society||no}}''. Each community tends to favour a certain position on each axis. The city will also favour an ideological position due to the player's actions, such as construction, research, and laws passed. The current Zeitgeist of the player's city can be viewed as bars in the bottom left of the screen.
==Ideological positions==
The ideological positions for Survival are called Adaptation and Progress.
The ideological positions for Economy are called Equality and Merit.
The ideological positions for Society are called Reason and Tradition.
==Communities and Factions==
Communities and [[Faction]]s tend to prefer certain solutions and positions. Using actions that support their ideology will increase relations with that faction.
For example, the Iceblood faction prefers Survival Adaptation, Economic Merit, and Societal Tradition.
f993214d32c2f61fd3770726f68b2083f8596323
619
618
2024-04-16T18:35:33Z
Techhead7890
17
paragraphing
wikitext
text/x-wiki
'''Zeitgeist''' is a defining factor of the [[council]] and [[faction]] system that ties together with the {{twi|Idea Tree}} and Council laws. All ideas and laws fit onto the axes of ''{{twi|Survival||no}}'', ''{{twi|Economy||no}}'', and ''{{twi|Society||no}}''. Each community tends to favour a certain position on each axis.
The city will also favour an ideological position due to the player's actions, such as construction, research, and laws passed. The current Zeitgeist of the player's city can be viewed as bars in the bottom left of the screen.
==Ideological positions==
The ideological positions for Survival are called Adaptation and Progress.
The ideological positions for Economy are called Equality and Merit.
The ideological positions for Society are called Reason and Tradition.
==Communities and Factions==
Communities and [[Faction]]s tend to prefer certain solutions and positions. Using actions that support their ideology will increase relations with that faction.
For example, the Iceblood faction prefers Survival Adaptation, Economic Merit, and Societal Tradition.
6e1db0b6665da0ae104f8a2fe953c370299997a4
Heat
0
216
621
547
2024-04-17T04:14:02Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
'''Heat''' is a [[Resource]], and a gameplay concept of protection against [[cold]] and low [[temperature]]s. It is required as a [[Demand]] to operate certain [[District]]s, namely the [[Housing District]], the [[Central District]], and the [[Food District]]. It is produced from {{twi|coal}} in the [[Generator]].
Heating can also be generated with Waste Heat researches in the [[Idea Tree]] and can be reduced by certain "Area Bonus" adjacency bonuses by smart placement of districts between each other.
[[category: Resource]]
32a9e7be0bf6a90be6c38df7a6e86223b9ca77e4
Template:District
10
183
622
449
2024-04-17T04:21:12Z
Stankosh
7
wikitext
text/x-wiki
{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Construction Costs
|-
{{#if: {{{Workforce Construction|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Construction|N/A}}} {{#set:Workforce Construction={{{Workforce Construction}}}}}
|-
{{#if: {{{Heatstamps Construction|}}}||{{!}}-}} | [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]] || {{{Heatstamps Construction|N/A}}} {{#set:Heatstamps Construction={{{Heatstamps Construction}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Requirements
|-
{{#if: {{{Workforce Requirements|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Requirements|N/A}}} {{#set:Workforce Requirements={{{Workforce Requirements}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Demand
|-
{{#if: {{{Materials Demand|}}}||{{!}}-}} | [[{{#show:Materials|?icon|link=none|default=File:NoIcon.png}}|link=Materials|24px|class=mr-35]] [[Materials]] || {{{Materials Demand|N/A}}} {{#set:Materials Demand={{{Materials Demand}}}}}
|-
{{#if: {{{Heat Demand|}}}||{{!}}-}} | [[{{#show:Heat|?icon|link=none|default=File:NoIcon.png}}|link=Heat|24px|class=mr-35]] [[Heat]] || {{{Heat Demand|N/A}}} {{#set:Heat Demand={{{Heat Demand}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Output
|-
|-
{{#if: {{{Output1|}}}||{{!}}-}} | [[{{#show:{{{Output1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output1}}}|24px|class=mr-35]] [[Output::{{{Output1}}} | {{{Output1}}}]] || {{{Output1 Amount|N/A}}} {{#set:{{{Output1}}}={{{Output1 Amount}}}}}
|-
{{#if: {{{Output2|}}}||{{!}}-}} | [[{{#show:{{{Output2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output2}}}|24px|class=mr-35]] [[Output::{{{Output2}}} | {{{Output2}}}]] || {{{Output2 Amount|N/A}}} {{#set:{{{Output2}}}={{{Output2 Amount}}}}}
|-
{{#if: {{{Output3|}}}||{{!}}-}} | [[{{#show:{{{Output3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output3}}}|24px|class=mr-35]] [[Output::{{{Output3}}} | {{{Output3}}}]] || {{{Output3 Amount|N/A}}} {{#set:{{{Output3}}}={{{Output3 Amount}}}}}
|-
{{#if: {{{Output4|}}}||{{!}}-}} | [[{{#show:{{{Output4}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output4}}}|24px|class=mr-35]] [[Output::{{{Output4}}} | {{{Output4}}}]] || {{{Output4 Amount|N/A}}} {{#set:{{{Output4}}}={{{Output4 Amount}}}}}
|-
{{#if: {{{Output5|}}}||{{!}}-}} | [[{{#show:{{{Output5}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output5}}}|24px|class=mr-35]] [[Output::{{{Output5}}} | {{{Output5}}}]] || {{{Output5 Amount|N/A}}} {{#set:{{{Output5}}}={{{Output5 Amount}}}}}
|-
{{#if: {{{Output6|}}}||{{!}}-}} | [[{{#show:{{{Output6}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output6}}}|24px|class=mr-35]] [[Output::{{{Output6}}} | {{{Output6}}}]] || {{{Output6 Amount|N/A}}} {{#set:{{{Output6}}}={{{Output6 Amount}}}}}
|}
6c79550e463407fe91d310539643e79e33a3c2b8
Template:Resource Uses
10
256
623
2024-04-17T04:23:42Z
Stankosh
7
Created page with "<br clear="all"> == Ways to get {{PAGENAME}} == Full list items that use {{ROOTPAGENAME}} as their inputs (press Expand). <div class="mw-collapsible mw-collapsed"> {{#ask: [..."
wikitext
text/x-wiki
<br clear="all">
== Ways to get {{PAGENAME}} ==
Full list items that use {{ROOTPAGENAME}} as their inputs (press Expand).
<div class="mw-collapsible mw-collapsed">
{{#ask: [[Output::{{PAGENAME}}]]
|?Icon#50px;x50px
|?{{PAGENAME}}
|format=broadtable
|limit=150
|offset=0
|link=all
|sort=
|order=desc
|headers=plain
|searchlabel=... further results
|class=sortable wikitable smwtable
}}
</div>
03440229d516582ceae4905aba2f4421136b5dd3
626
623
2024-04-17T04:26:38Z
Stankosh
7
wikitext
text/x-wiki
<br clear="all">
== Ways to get {{PAGENAME}} ==
Full list of items that use {{ROOTPAGENAME}} as their Outputs (press Expand).
<div class="mw-collapsible mw-collapsed">
{{#ask: [[Output::{{PAGENAME}}]]
|?Icon#50px;x50px
|?{{PAGENAME}}
|format=broadtable
|limit=150
|offset=0
|link=all
|sort=
|order=desc
|headers=plain
|searchlabel=... further results
|class=sortable wikitable smwtable
}}
</div>
73999a902fe582595ff5495f30af89fb3bd0ef61
628
626
2024-04-17T04:32:12Z
Stankosh
7
wikitext
text/x-wiki
<br clear="all">
== Ways to get {{PAGENAME}} ==
Full list of items that use {{ROOTPAGENAME}} as their Outputs (press Expand).
<div class="mw-collapsible mw-collapsed">
{{#ask: [[Output::{{PAGENAME}}]]
|?Icon#50px;x50px
|{{PAGENAME}}
|format=broadtable
|limit=150
|offset=0
|link=all
|sort=
|order=desc
|headers=plain
|searchlabel=... further results
|class=sortable wikitable smwtable
}}
</div>
a0102e4c309e782249a69a71555c8e94521183db
629
628
2024-04-17T04:32:30Z
Stankosh
7
wikitext
text/x-wiki
<br clear="all">
== Ways to get {{PAGENAME}} ==
Full list of items that use {{ROOTPAGENAME}} as their Outputs (press Expand).
<div class="mw-collapsible mw-collapsed">
{{#ask: [[Output::{{PAGENAME}}]]
|?Icon#50px;x50px
|?{{PAGENAME}}#
|format=broadtable
|limit=150
|offset=0
|link=all
|sort=
|order=desc
|headers=plain
|searchlabel=... further results
|class=sortable wikitable smwtable
}}
</div>
e856118cad14bd0a9dba927820cc6bb03ac87689
Goods
0
220
624
562
2024-04-17T04:24:25Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Goods.png}}
[[File:Goods.png|right|60px]]
'''Goods''' are a [[resource]]. It is used to provide the population with useful consumer objects. Goods are made from {{twi|materials}} at an [[Industrial District]]. Materials are a resource [[Requirement]] for operation of the district, meaning without any of the input resource, no Goods can be produced at all.
Having insufficient goods reduces {{twi|Heatstamp}} income, and can lead to the {{twi|Crime}} problem.
{{Resource Uses}}
402a400f55411b393cdd4ad408296f94162fd82c
Template:Building
10
189
625
454
2024-04-17T04:25:42Z
Stankosh
7
wikitext
text/x-wiki
{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Building info
|-
{{#if: {{{Zeitgeist|}}}||{{!}}-}} | [[Zeitgeist]] || [[{{#show:{{{Zeitgeist}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Zeitgeist}}}|24px|class=mr-35]] [[{{{Zeitgeist|N/A}}}]]
|-
{{#if: {{{Idea Required|}}}||{{!}}-}} | [[Idea Required]] || [[{{#show:{{{Idea Required}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Required}}}|24px|class=mr-35]] [[{{{Idea Required|N/A}}}]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Construction Costs
|-
{{#if: {{{Workforce Construction|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Construction|N/A}}} {{#set:Workforce Construction={{{Workforce Construction}}}}}
|-
{{#if: {{{Heatstamps Construction|}}}||{{!}}-}} | [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]] || {{{Heatstamps Construction|N/A}}} {{#set:Heatstamps Construction={{{Heatstamps Construction}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Requirements
|-
{{#if: {{{Workforce Requirements|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Requirements|N/A}}} {{#set:Workforce Requirements={{{Workforce Requirements}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Demand
|-
{{#if: {{{Materials Demand|}}}||{{!}}-}} | [[{{#show:Materials|?icon|link=none|default=File:NoIcon.png}}|link=Materials|24px|class=mr-35]] [[Materials]] || {{{Materials Demand|N/A}}} {{#set:Materials Demand={{{Materials Demand}}}}}
|-
{{#if: {{{Heat Demand|}}}||{{!}}-}} | [[{{#show:Heat|?icon|link=none|default=File:NoIcon.png}}|link=Heat|24px|class=mr-35]] [[Heat]] || {{{Heat Demand|N/A}}} {{#set:Heat Demand={{{Heat Demand}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Output
|-
|-
{{#if: {{{Output1|}}}||{{!}}-}} | [[{{#show:{{{Output1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output1}}}|24px|class=mr-35]] [[Output::{{{Output1}}} | {{{Output1}}}]] || {{{Output1 Amount|N/A}}} {{#set:{{{Output1}}}={{{Output1 Amount}}}}}
|-
{{#if: {{{Output2|}}}||{{!}}-}} | [[{{#show:{{{Output2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output2}}}|24px|class=mr-35]] [[Output::{{{Output2}}} | {{{Output2}}}]] || {{{Output2 Amount|N/A}}} {{#set:{{{Output2}}}={{{Output2 Amount}}}}}
|-
{{#if: {{{Output3|}}}||{{!}}-}} | [[{{#show:{{{Output3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output3}}}|24px|class=mr-35]] [[Output::{{{Output3}}} | {{{Output3}}}]] || {{{Output3 Amount|N/A}}} {{#set:{{{Output3}}}={{{Output3 Amount}}}}}
|-
{{#if: {{{Output4|}}}||{{!}}-}} | [[{{#show:{{{Output4}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output4}}}|24px|class=mr-35]] [[Output::{{{Output4}}} | {{{Output4}}}]] || {{{Output4 Amount|N/A}}} {{#set:{{{Output4}}}={{{Output4 Amount}}}}}
|-
{{#if: {{{Output5|}}}||{{!}}-}} | [[{{#show:{{{Output5}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output5}}}|24px|class=mr-35]] [[Output::{{{Output5}}} | {{{Output5}}}]] || {{{Output5 Amount|N/A}}} {{#set:{{{Output5}}}={{{Output5 Amount}}}}}
|-
{{#if: {{{Output6|}}}||{{!}}-}} | [[{{#show:{{{Output6}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output6}}}|24px|class=mr-35]] [[Output::{{{Output6}}} | {{{Output6}}}]] || {{{Output6 Amount|N/A}}} {{#set:{{{Output6}}}={{{Output6 Amount}}}}}
|}
e1b4cf4f45435b798ffdc0b71b07fa2a54560524
MediaWiki:Common.css
8
34
627
285
2024-04-17T04:28:29Z
Stankosh
7
css
text/css
/* CSS placed here will be applied to all skins */
/* Mobile responsiveness for infoboxes */
@media (max-width: 760px) {
.infobox {
width: 100% !important; /* Makes the infobox take full width */
float: none !important; /* Stops the infobox from floating */
margin: 10px auto !important; /* Adds some margin and centers the infobox */
}
}
/* Collapsible elements. Toggle-link moved to left.
/* Margin around it adjusted. */
.mw-collapsible span.mw-collapsible-toggle {
float:left;
margin-left:0;
margin-right:1em;
}
/* Game Banner */
.page-game-banner {
background-image: url(/w/images/b/b5/Banner.jpg);
}
/* Site Subtitle */
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display: none;
}
/* Game Menu Icons */
#n-Reviews a::after {
background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/rate_review.svg);
}
#n-Guides a::after {
background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/export_contacts.svg);
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#n-News a::after {
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}
.skin-citizen-dark #n-Reviews a::after,
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filter: invert(1);
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display: flex !important;
justify-content: center;
align-items: center;
background: var(--color-surface-2--active) !important;
color: var(--color-base--emphasized) !important;
border-radius: 0 !important;
margin-right: -6px;
border-color: var(--color-primary) !important;
font-size: 20px !important;
cursor: pointer !important;
}
/* Icon Tile styles */
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background: #acf2b1;
}
.tile-icon.yellow{
background: #e6e340;
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background: #00000;
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background: #c0c0c0;
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background: #eb984e;
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background: #f1948a;
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.mw-logo.citizen-drawer__logo {
display: flex;
align-items: center;
}
.mw-logo.citizen-drawer__logo::after {
content: ' ';
display: inline-block;
border-bottom: 2px solid var(--color-base);
border-right: 2px solid var(--color-base);
height: 6px;
width: 6px;
transform: rotate(45deg);
margin: 0 7px;
}
.citizen-drawer__button {
width: 70px;
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7c3884b6a26de2d9f5ee6888e7fa53b9784b1814
Materials
0
253
630
601
2024-04-17T04:33:35Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|100px|right]]
:"Processed resources used for industry and maintenance. Without them, the harsh conditions will deteriorate our infrastructure and increase Squalor."
'''Materials''' are a [[resource]]. Materials are [[Demand]]ed for the operation of most [[District]]s, and Required for the operation of the {{twi|Industrial District}}. Materials are not actually used for construction, only upkeep.
Materials can be extracted from iron or wood deposits on the map using an {{twi|Extraction District}}. The production of the extraction district is fixed, and xpanding the District will increase production even if the additional tiles of the district are not on deposits.
==Trivia==
* The [[Central District]] does not gather any Materials.
* The [[Housing District]] is the only district that does not require Materials.
{{Resource Uses}}
[[category: resource]]
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632
630
2024-04-17T04:35:47Z
Stankosh
7
/* Trivia */
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|100px|right]]
:"Processed resources used for industry and maintenance. Without them, the harsh conditions will deteriorate our infrastructure and increase Squalor."
'''Materials''' are a [[resource]]. Materials are [[Demand]]ed for the operation of most [[District]]s, and Required for the operation of the {{twi|Industrial District}}. Materials are not actually used for construction, only upkeep.
Materials can be extracted from iron or wood deposits on the map using an {{twi|Extraction District}}. The production of the extraction district is fixed, and xpanding the District will increase production even if the additional tiles of the district are not on deposits.
==Trivia==
* The {{twi|Central District}} does not gather any Materials.
* The {{twi|Housing District}} is the only district that does not require Materials.
{{Resource Uses}}
[[category: resource]]
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Food
0
247
631
603
2024-04-17T04:33:40Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} is one of the main {{twi|resources}} in Frostpunk 2. It is provided to the [[community|communities]] of the city as a [[Demand]] to feed the [[population]], and satisfying it prevents the [[problem]] of {{twi|Hunger}}.
Build {{twi|Food District|Food Districts}} and upgrade them with Hothouse [[building]]s, find food sources in the {{twi|Frostland}}, conduct the research of new [[idea]]s, and pass laws at the [[Council]] to keep famine at bay.
{{Resource Uses}}
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Shelter
0
257
633
2024-04-17T04:58:48Z
Stankosh
7
Created page with "{{#set: icon=File:{{PAGENAME}}.png}} [[File:{{PAGENAME}}.png|100px|right]] :"Living space available to your citizens. Increases Cold when lacking." '''{{PAGENAME}}''' are a [..."
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|100px|right]]
:"Living space available to your citizens. Increases Cold when lacking."
'''{{PAGENAME}}''' are a [[resource]]. {{PAGENAME}} is mainly provided by {{twi|Housing District|Housing Districts}}, but remember that this type of District [[Demand|Demands]] {{twi|Heat}}.<br>
If the {{twi|Heat}} Demand in the city is not fulfilled, {{twi|Cold}} will rise (but at a lower rate compared to a lack of {{PAGENAME}}.
{{Resource Uses}}
[[category: resource]]
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634
633
2024-04-17T05:01:36Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|100px|right]]
:"Living space available to your citizens. Increases Cold when lacking."
'''{{PAGENAME}}''' are a [[resource]]. {{PAGENAME}} is mainly provided by {{twi|Housing District|Housing Districts}}, but remember that this type of District [[Demand|Demands]] {{twi|Heat}}.<br>
If the {{twi|Heat}} Demand in the city is not fulfilled, {{twi|Cold}} will rise (but at a lower rate compared to a lack of {{PAGENAME}}).
{{Resource Uses}}
[[category: resource]]
cd9bb91f63211ef3397c576536d23559f5b2dae5
Coal
0
258
635
2024-04-17T05:10:56Z
Stankosh
7
Created page with "{{#set: icon=File:{{PAGENAME}}.png}} [[File:{{PAGENAME}}.png|100px|right]] :"A reliable, tried-and-true source of fuel. Burned in the {{twi|Generator}} to provide {{twi|Heat}}..."
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|100px|right]]
:"A reliable, tried-and-true source of fuel. Burned in the {{twi|Generator}} to provide {{twi|Heat}}"
'''{{PAGENAME}}''' is one of the {{twi|Resources}} in {{GAMENAME}}. Some {{PAGENAME}} Deposits can be found in the City and harvested using {{twi|Extraction District}} and Coal-related Buildings.
Although City supplies of Coal are limited and {{twi|Frostland}} {{twi|Exploration}} is necessary to maintain the need for Coal.
Early Game 1 Coal is being consumed to produce 1 {{twi|Heat}} in the {{twi|generator}}
{{Resource Uses}}
[[category: resource]]
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Frostland Teams
0
259
636
2024-04-17T05:19:43Z
Stankosh
7
Created page with "{{#set: icon=File:{{PAGENAME}}.png}} [[File:{{PAGENAME}}.png|100px|right]] :"Units of scouts, support crews and specialized frostland workers. Frostland Teams are needed to un..."
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|100px|right]]
:"Units of scouts, support crews and specialized frostland workers. Frostland Teams are needed to undertake operations outside the city. They are outfitted by {{twi|Logistics District|Logistics Districts}}."
'''{{PAGENAME}}''' is one of the Special {{twi|Resources}} in {{GAMENAME}}. They are being used to do {{twi|Frostland}} exploration. Constructing {{twi|Logistic District}} and its appropriate Buildings will allow to increase the amount of available Frostland Teams.
{{Resource Uses}}
[[category: resource]]
5b17a608e32d6ad45e3a2a06a01af8308bcb5cd0
637
636
2024-04-17T05:20:07Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|100px|right]]
:"Units of scouts, support crews and specialized frostland workers. Frostland Teams are needed to undertake operations outside the city. They are outfitted by {{twi|Logistics District|Logistics Districts}}."
'''{{PAGENAME}}''' is one of the Special {{twi|Resources}} in {{GAMENAME}}. They are being used to do {{twi|Frostland}} exploration. Constructing {{twi|Logistics District}} and its appropriate Buildings will allow to increase the amount of available Frostland Teams.
{{Resource Uses}}
[[category: resource]]
e73182119b746039debcf9c85cf03c7738a4c573
Guard Squads
0
260
638
2024-04-17T05:23:23Z
Stankosh
7
Created page with "{{#set: icon=File:{{PAGENAME}}.png}} [[File:{{PAGENAME}}.png|100px|right]] :"Units of Law enforcement officers whom the City employs to maintain order. They help to reduce {{t..."
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|100px|right]]
:"Units of Law enforcement officers whom the City employs to maintain order. They help to reduce {{twi|Crime}} and can strife unrest."
'''{{PAGENAME}}''' is one of the Special {{twi|Resources}} in {{GAMENAME}}. They are being used todeal with the {{twi|Crime}} and Protests. Constructing special Buildings will allow to increase the amount of available Frostland Teams.
{{Resource Uses}}
[[category: resource]]
adaa5c900cfba58bdf0e89aa82bc2a7239183d5e
Cores
0
261
639
2024-04-17T05:26:15Z
Stankosh
7
Created page with "{{#set: icon=File:{{PAGENAME}}.png}} [[File:{{PAGENAME}}.png|100px|right]] :"Cores are the specialized mechanical components required to construct advanced buildings and {{twi..."
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|100px|right]]
:"Cores are the specialized mechanical components required to construct advanced buildings and {{twi|Generator}} upgrades."
'''{{PAGENAME}}''' is one of the {{twi|Resources}} in {{GAMENAME}}. {{PAGENAME}} are too advanced to reliably manufacture. Search the {{twi|Frostland}} to find more to add to your stockpile.
{{Resource Uses}}
[[category: resource]]
1abdc954372cc600f5d12c056077f98e7c3497c0
Depot
0
262
640
2024-04-17T05:44:01Z
Stankosh
7
Created page with "{{Building |Workforce Construction=100 |Heatstamps Construction=150 |Workforce Requirements=100 |Materials Demand= |Heat Demand= |Output1=Stockpile Capacity |Output1 Amount=30..."
wikitext
text/x-wiki
{{Building
|Workforce Construction=100
|Heatstamps Construction=150
|Workforce Requirements=100
|Materials Demand=
|Heat Demand=
|Output1=Stockpile Capacity
|Output1 Amount=30000
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{quote|Facility with inventoried warehouses to allow bulk storage of goods.|Ingame Description}}
{{PAGENAME}} is one of the Special Buildings in {{GAMENAME}}. It can be built in any {{twi|Districts|District}} and increases the storage of the specific resource type.
There are 4 variants of {{PAGENAME}} available:
*'''Food {{PAGENAME}}''' - Increases {{twi|Food}} storage capacity by 30000
*'''Fuel {{PAGENAME}}''' - Increases {{twi|Coal}} and {{twi|Oil}} storage capacity by 30000 each
*'''Goods {{PAGENAME}}''' - Increases {{twi|Goods}} storage capacity by 30000
*'''Materials {{PAGENAME}}''' - Increases {{twi|Materials}} storage capacity by 30000
4cc98e526fc16534c03e694f8cc3615a65eee532
641
640
2024-04-17T05:44:16Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Workforce Construction=100
|Heatstamps Construction=150
|Workforce Requirements=100
|Materials Demand=
|Heat Demand=
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{quote|Facility with inventoried warehouses to allow bulk storage of goods.|Ingame Description}}
{{PAGENAME}} is one of the Special Buildings in {{GAMENAME}}. It can be built in any {{twi|Districts|District}} and increases the storage of the specific resource type.
There are 4 variants of {{PAGENAME}} available:
*'''Food {{PAGENAME}}''' - Increases {{twi|Food}} storage capacity by 30000
*'''Fuel {{PAGENAME}}''' - Increases {{twi|Coal}} and {{twi|Oil}} storage capacity by 30000 each
*'''Goods {{PAGENAME}}''' - Increases {{twi|Goods}} storage capacity by 30000
*'''Materials {{PAGENAME}}''' - Increases {{twi|Materials}} storage capacity by 30000
d511da25446dd8b5469063c50f5c866dea257c78
Dense Housing Block
0
263
642
2024-04-17T05:53:33Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Merit |Idea Required=Housing Block |Workforce Construction=100 |Heatstamps Construction=120 |Workforce Requirements=100 |Materials Demand= |Heat Demand=5..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Merit
|Idea Required=Housing Block
|Workforce Construction=100
|Heatstamps Construction=120
|Workforce Requirements=100
|Materials Demand=
|Heat Demand=5
|Output1=Shelter
|Output1 Amount=15
|Output2=Disease
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{Quote|Residential tower providing compact shelter with low sanitation to the masses, keeping them off the street and out of sight.|Frostpunk 2}}
{{PAGENAME}} is one of the {{twi|Housing District#Housing District Buildings|Housing District Buildings}} in {{GAMENAME}}. It provides {{twi|Shelter}} and Slightly increases {{twi|Disease}}.
Currently it can be built in any city district, despise the description "requires an expanded Housing District".
7c913ecbf6913955c579b13de6dc9bf858acafaa
Teaching Hospital
0
264
643
2024-04-17T06:01:19Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Reason |Idea Required=Hospitals |Workforce Construction=300 |Heatstamps Construction=100 |Workforce Requirements=300 |Materials Demand= |Heat Demand=20 |..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Reason
|Idea Required=Hospitals
|Workforce Construction=300
|Heatstamps Construction=100
|Workforce Requirements=300
|Materials Demand=
|Heat Demand=20
|Output1=Disease
|Output1 Amount=Decreased Significantly
|Output2=Research Speed
|Output2 Amount=10%
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{Quote|Hospital outfitted with dedicated equipment and facilities to provide medical education and training to students.|Frostpunk 2}}
{{PAGENAME}} is one of the {{twi|Housing District#Extraction District Buildings|Housing District Buildings}} in {{GAMENAME}}. It helps fighting {{twi|Disease}} and increases {{twi| Research Speed}}.
057b995b4ad01b7edfb88777c085d1e2a9b4e6be
Surveillance Watchtower
0
265
644
2024-04-17T06:04:02Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Reason |Idea Required=Watchtowers |Workforce Construction=100 |Heatstamps Construction=80 |Workforce Requirements=100 |Materials Demand= |Heat Demand=20..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Reason
|Idea Required=Watchtowers
|Workforce Construction=100
|Heatstamps Construction=80
|Workforce Requirements=100
|Materials Demand=
|Heat Demand=20
|Output1=Guard Squads
|Output1 Amount=12
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{Quote|Watchtower outfitted with state-of-the-art equipment to monitor citizens and ensure order.|Frostpunk 2}}
{{PAGENAME}} is one of the {{twi|Housing District#Extraction District Buildings|Housing District Buildings}} in {{GAMENAME}}. It helps fighting {{twi|Crime}} by increasing amount of available {{twi|Guard Squads}}.
140133058326ef347fc118d7d357c46912b69533
Research Institute
0
266
645
2024-04-17T06:07:16Z
Stankosh
7
Created page with "{{Building |Zeitgeist= |Idea Required= |Workforce Construction=200 |Heatstamps Construction=100 |Workforce Requirements=400 |Materials Demand= |Heat Demand=20 |Output1=Researc..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=
|Idea Required=
|Workforce Construction=200
|Heatstamps Construction=100
|Workforce Requirements=400
|Materials Demand=
|Heat Demand=20
|Output1=Research Speed
|Output1 Amount=15%
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{Quote|Facility dedicated to coming up with technological and sociological solutions to large scale problems.|Frostpunk 2}}
{{PAGENAME}} is one of the {{twi|Housing District#Extraction District Buildings|Housing District Buildings}} in {{GAMENAME}}. It unlocks {{twi|Idea Tree}} and increases {{twi|Research Speed}}
f2f7a9bb5fbddb90ebca9c0c5079aa58e165bcf0
Faction
0
129
646
590
2024-04-17T06:13:50Z
Stankosh
7
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'''Factions''' are major political forces in {{GAMENAME}}. Population will belong to variety of factions and their faction govern what they like and what they don't. It can concern for different game aspects, for example [[Council]] voting.
==Foragers==
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They are fiercely pro-Adaptation ideology in the Survival [[Zeitgeist]].
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic Merit and Society Tradition ideological Zeitgeists.
==Machinists==
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They are fiercely pro-Progress ideology in the Survival [[Zeitgeist]].
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to.
Icebloods support the Society Reason and Economic Equality ideological Zeitgeists.
==Other factions==
It is known that other communities will exist, such as Merchants and Lords, but it is not known what their advanced factions or ideological positions will be.
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Template:Idea Building
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Stankosh
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663
662
2024-04-17T08:04:56Z
Stankosh
7
wikitext
text/x-wiki
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664
663
2024-04-17T08:06:34Z
Stankosh
7
wikitext
text/x-wiki
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4e87827c0e82c751d45826719e6dbf34370e8229
673
664
2024-04-17T08:47:03Z
Stankosh
7
wikitext
text/x-wiki
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674
673
2024-04-17T08:49:43Z
Stankosh
7
wikitext
text/x-wiki
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674
2024-04-17T08:51:05Z
Stankosh
7
wikitext
text/x-wiki
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677
676
2024-04-17T08:51:40Z
Stankosh
7
wikitext
text/x-wiki
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678
677
2024-04-17T08:52:28Z
Stankosh
7
wikitext
text/x-wiki
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678
2024-04-17T08:57:14Z
Stankosh
7
wikitext
text/x-wiki
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680
679
2024-04-17T08:58:05Z
Stankosh
7
wikitext
text/x-wiki
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2024-04-17T08:58:29Z
Stankosh
7
wikitext
text/x-wiki
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2024-04-17T08:00:56Z
Stankosh
7
Created page with "!"
wikitext
text/x-wiki
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2024-04-17T08:42:53Z
Stankosh
7
wikitext
text/x-wiki
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2024-04-17T08:50:02Z
Stankosh
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wikitext
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Stankosh
7
wikitext
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Stankosh
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Stankosh
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wikitext
text/x-wiki
{{#set: icon=File:Goods.png}}
{{Idea Building
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Advanced Goods Factories
|Idea Cost=50
|Research Duration=xx
|Building=Refurbishing Goods Factory
}}
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{{#set: icon=File:Goods.png}}
{{quote|How can we produce more {{twi|Goods}}?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks addition {{twi|Factory District}} Building: Goods Factory that is focused on producing {{twi|Goods}}.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea Building
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Advanced Goods Factories
|Idea Cost=50
|Research Duration=xx
|Building=Refurbishing Goods Factory
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Refurbishing Goods Factory}} Building. It requires more {{twi|workforce}} than Progress variant, but consumes less {{twi|Materials}} and {{twi|Heat}}. It also causes {{twi|Disease}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea Building
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Advanced Goods Factories
|Idea Cost=50
|Research Duration=xx
|Building=Calibrated Goods Factory
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Calibrated Goods Factory}} Building. It requires more {{twi|Materials}} and {{twi|Heat}} than Progress variant, but consumes less {{twi|workforce}}. It also causes {{twi|Squalor}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
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{{#set: icon=File:Goods.png}}
[[File:Goods Factories.png|thumb|Goods Factories in the Idea Tree]]
{{quote|How can we produce more {{twi|Goods}}?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks addition {{twi|Factory District}} Building: Goods Factory that is focused on producing {{twi|Goods}}.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea Building
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Advanced Goods Factories
|Idea Cost=50
|Research Duration=xx
|Building=Refurbishing Goods Factory
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Refurbishing Goods Factory}} Building. It requires more {{twi|workforce}} than Progress variant, but consumes less {{twi|Materials}} and {{twi|Heat}}. It also causes {{twi|Disease}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea Building
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Advanced Goods Factories
|Idea Cost=50
|Research Duration=xx
|Building=Calibrated Goods Factory
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Calibrated Goods Factory}} Building. It requires more {{twi|Materials}} and {{twi|Heat}} than Progress variant, but consumes less {{twi|workforce}}. It also causes {{twi|Squalor}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
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{{#set: icon=File:Goods.png}}
[[File:Goods Factories.png|thumb|Goods Factories in the Idea Tree]]
{{quote|How can we produce more {{twi|Goods}}?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks addition {{twi|Industrial District}} Building: Goods Factory that is focused on producing {{twi|Goods}}.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea Building
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Advanced Goods Factories
|Idea Cost=50
|Research Duration=xx
|Building=Refurbishing Goods Factory
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Refurbishing Goods Factory}} Building. It requires more {{twi|workforce}} than Progress variant, but consumes less {{twi|Materials}} and {{twi|Heat}}. It also causes {{twi|Disease}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea Building
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Advanced Goods Factories
|Idea Cost=50
|Research Duration=xx
|Building=Calibrated Goods Factory
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Calibrated Goods Factory}} Building. It requires more {{twi|Materials}} and {{twi|Heat}} than Progress variant, but consumes less {{twi|workforce}}. It also causes {{twi|Squalor}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
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Template:Infobox Tabber
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Created page with "<tabber> {{#tag:tabber| {{{Tab1}}}= {{{Tab1 Content}}} {{!}}-{{!}} {{{Tab 2}}} = {{{Tab2 Content}}} }} </tabber>"
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<tabber>
{{#tag:tabber|
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{{!}}-{{!}}
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<tabber>
{{#tag:tabber|
{{{Tab1}}}=
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{{{Tab 2}}} =
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<div style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;">
<tabber>
{{#tag:tabber|
{{{Tab1}}}=
{{{Tab1 Content}}}
|-|
{{{Tab 2}}} =
{{{Tab2 Content}}}
}}
</tabber></div>
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<div style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;">
<tabber>
{{{Tab1}}}=
{{{Tab1 Content}}}
|-|
{{{Tab 2}}} =
{{{Tab2 Content}}}
}}
</tabber></div>
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<div style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;">
<tabber>
{{{Tab1}}}=
{{{Tab1 Content}}}
|-|
{{{Tab 2}}} =
{{{Tab2 Content}}}
</tabber></div>
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Test Idea
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Created page with "{{Infobox Tabber |Tab1=Adaptation |Tab1 Content= {{Idea Building |Zeitgeist=Adaptation |Idea Required= |Idea Unlocks=Advanced Goods Factories |Idea Cost=50 |Research Duration=..."
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{{Infobox Tabber
|Tab1=Adaptation
|Tab1 Content=
{{Idea Building
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Advanced Goods Factories
|Idea Cost=50
|Research Duration=xx
|Building=Refurbishing Goods Factory
}}
|Tab2=Progress
|Tab2 Content=
{{Idea Building
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Advanced Goods Factories
|Idea Cost=50
|Research Duration=xx
|Building=Calibrated Goods Factory
}}
}}
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File:Reason.png
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da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Equality.png
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da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Merit.png
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da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Adaptation.png
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da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Progress.png
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da39a3ee5e6b4b0d3255bfef95601890afd80709
Zeitgeist
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'''Zeitgeist''' is a defining factor of the [[council]] and [[faction]] system that ties together with the {{twi|Idea Tree}} and Council laws. All ideas and laws fit onto the axes of ''{{twi|Survival||no}}'', ''{{twi|Economy||no}}'', and ''{{twi|Society||no}}''. Each community tends to favour a certain position on each axis.
The city will also favour an ideological position due to the player's actions, such as construction, research, and laws passed. The current Zeitgeist of the player's city can be viewed as bars in the bottom left of the screen.
==Ideological positions==
The ideological positions for Survival are called Adaptation and Progress.
The ideological positions for Economy are called Equality and Merit.
The ideological positions for Society are called Reason and Tradition.
==Zeitgeist List==
{{Card-half
|title=Adaptation
|image=Adaptation.png
|target=Adaptation
}}
{{Card-half
|title=Progress
|image=Progress.png
|target=Progress
}}
{{Card-half
|title=Equality
|image=Equality.png
|target=Equality
}}
{{Card-half
|title=Merit
|image=Merit.png
|target=Merit
}}
{{Card-half
|title=Reason
|image=Reason.png
|target=Reason
}}
{{Card-half
|title=Tradition
|image=Tradition.png
|target=Tradition
}}
==Communities and Factions==
Communities and [[Faction]]s tend to prefer certain solutions and positions. Using actions that support their ideology will increase relations with that faction.
For example, the Iceblood faction prefers Survival Adaptation, Economic Merit, and Societal Tradition.
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'''Zeitgeist''' is a defining factor of the [[council]] and [[faction]] system that ties together with the {{twi|Idea Tree}} and Council laws. All ideas and laws fit onto the axes of ''{{twi|Survival||no}}'', ''{{twi|Economy||no}}'', and ''{{twi|Society||no}}''. Each community tends to favour a certain position on each axis.
The city will also favour an ideological position due to the player's actions, such as construction, research, and laws passed. The current Zeitgeist of the player's city can be viewed as bars in the bottom left of the screen.
==Ideological positions==
The ideological positions for Survival are called Adaptation and Progress.
The ideological positions for Economy are called Equality and Merit.
The ideological positions for Society are called Reason and Tradition.
==Ideologies List==
{{Card-half
|title=Adaptation
|image=Adaptation.png
|target=Adaptation
}}
{{Card-half
|title=Progress
|image=Progress.png
|target=Progress
}}
{{Card-half
|title=Equality
|image=Equality.png
|target=Equality
}}
{{Card-half
|title=Merit
|image=Merit.png
|target=Merit
}}
{{Card-half
|title=Reason
|image=Reason.png
|target=Reason
}}
{{Card-half
|title=Tradition
|image=Tradition.png
|target=Tradition
}}
==Communities and Factions==
Communities and [[Faction]]s tend to prefer certain solutions and positions. Using actions that support their ideology will increase relations with that faction.
For example, the Iceblood faction prefers Survival Adaptation, Economic Merit, and Societal Tradition.
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File:Tradition.png
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File:Goods Factories.png
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Adaptation
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Created page with "{{#set: icon=File:{{PAGENAME}}.png}} [[File:{{PAGENAME}}.png|thumb|right]] {{quote|Fighting against the cold is futile. We will not give in to the hubris of machines. The fros..."
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{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{quote|Fighting against the cold is futile. We will not give in to the hubris of machines. The frost makes steel brittle.|Ingame Description}}
{{PAGENAME}} is one of the {{twi|Zeigeist}} Ideologies in {{GAMENAME}}. They believe that {{PAGENAME}} is the key, and growing reliant on technological gimmicks invites disaster. Machines tend to break down as soon as conditions deteriorate. Human spirit is a lot more enduring.
=={{PAGENAME}} Communities and Factions==
{{GAMENAME}} Communities and Factions, following {{PAGENAME}} Ideology:
*{{twi|Foragers}}
*{{twi|Icebloods}}
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{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{quote|Fighting against the cold is futile. We will not give in to the hubris of machines. The frost makes steel brittle.|Ingame Description}}
{{PAGENAME}} is one of the {{twi|Zeigeist}} Ideologies in {{GAMENAME}}. They believe that {{PAGENAME}} is the key, and growing reliant on technological gimmicks invites disaster. Machines tend to break down as soon as conditions deteriorate. Human spirit is a lot more enduring.
=={{PAGENAME}} Communities and Factions==
{{GAMENAME}} Communities and Factions, following {{PAGENAME}} Ideology:
*{{twi|Foragers}}
*{{twi|Icebloods}}
{{Ideology Uses}}
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{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{quote|Fighting against the cold is futile. We will not give in to the hubris of machines. The frost makes steel brittle.|Ingame Description}}
{{PAGENAME}} is one of the {{twi|Zeitgeist}} Ideologies in {{GAMENAME}}. They believe that {{PAGENAME}} is the key, and growing reliant on technological gimmicks invites disaster. Machines tend to break down as soon as conditions deteriorate. Human spirit is a lot more enduring.
=={{PAGENAME}} Communities and Factions==
{{GAMENAME}} Communities and Factions, following {{PAGENAME}} Ideology:
*{{twi|Foragers}}
*{{twi|Icebloods}}
{{Ideology Uses}}
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Template:Ideology Uses
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Created page with "<br clear="all"> === {{PAGENAME}} Buildings === Full list of Buildings that use {{ROOTPAGENAME}} as their Zaig(press Expand). <div class="mw-collapsible mw-collapsed"> {{#as..."
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=== {{PAGENAME}} Buildings ===
Full list of Buildings that use {{ROOTPAGENAME}} as their Zaig(press Expand).
<div class="mw-collapsible mw-collapsed">
{{#ask: [[Type::Building]] [[Zeitgeist::{{PAGENAME}}]]
|?Icon#50px;x50px
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|link=all
|sort=
|order=desc
|headers=plain
|searchlabel=... further results
|class=sortable wikitable smwtable
}}
</div>
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=== {{PAGENAME}} Buildings ===
Full list of Buildings that use {{ROOTPAGENAME}} as their Zeitgeist (press Expand).
<div class="mw-collapsible mw-collapsed">
{{#ask: [[Type::Building]] [[Zeitgeist::{{PAGENAME}}]]
|?Icon#50px;x50px
|?{{PAGENAME}}#
|format=broadtable
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|offset=0
|link=all
|sort=
|order=desc
|headers=plain
|searchlabel=... further results
|class=sortable wikitable smwtable
}}
</div>
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<br clear="all">
=== {{PAGENAME}} Buildings ===
Full list of Buildings that use {{ROOTPAGENAME}} as their Zeitgeist (press Expand).
<div class="mw-collapsible mw-collapsed">
{{#ask: [[Type::Building]] [[Zeitgeist::{{PAGENAME}}]]
|?Icon#35px;x35px
|format=broadtable
|limit=150
|offset=0
|link=all
|sort=
|order=desc
|headers=plain
|searchlabel=... further results
|class=sortable wikitable smwtable
}}
</div>
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<br clear="all">
=== {{PAGENAME}} Buildings ===
Full list of Buildings that use {{ROOTPAGENAME}} as their Zeitgeist (press Expand).
<div class="mw-collapsible mw-collapsed">
{{#ask: [[Type::Building]] [[Zeitgeist::{{PAGENAME}}]]
|?Icon#35px;x35px
|format=broadtable
|limit=150
|offset=0
|link=all
|sort=
|order=desc
|headers=plain
|searchlabel=... further results
|class=sortable wikitable smwtable
}}
</div>
=== {{PAGENAME}} Laws===
Full list of Laws that use {{ROOTPAGENAME}} as their Zeitgeist (press Expand).
<div class="mw-collapsible mw-collapsed">
{{#ask: [[Type::Law]] [[Zeitgeist::{{PAGENAME}}]]
|?Icon#35px;x35px
|format=broadtable
|limit=150
|offset=0
|link=all
|sort=
|order=desc
|headers=plain
|searchlabel=... further results
|class=sortable wikitable smwtable
}}
</div>
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<br clear="all">
=== {{PAGENAME}} Buildings ===
Full list of Buildings that use {{ROOTPAGENAME}} as their Zeitgeist (press Expand).
<div class="mw-collapsible mw-collapsed">
{{#ask: [[Type::Building]] [[Zeitgeist::{{PAGENAME}}]]
|?Icon#35px;x35px
|format=broadtable
|limit=150
|offset=0
|link=all
|sort=
|order=desc
|headers=plain
|searchlabel=... further results
|class=sortable wikitable smwtable
}}
</div>
<br all=clear>
=== {{PAGENAME}} Laws===
Full list of Laws that use {{ROOTPAGENAME}} as their Zeitgeist (press Expand).
<div class="mw-collapsible mw-collapsed">
{{#ask: [[Type::Law]] [[Zeitgeist::{{PAGENAME}}]]
|?Icon#35px;x35px
|format=broadtable
|limit=150
|offset=0
|link=all
|sort=
|order=desc
|headers=plain
|searchlabel=... further results
|class=sortable wikitable smwtable
}}
</div>
b74248d77ab329d2f9f1a714f2ab9182377a7a10
Template:Building
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{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]] {{#set:Type=Building}}
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Building info
|-
{{#if: {{{Zeitgeist|}}}||{{!}}-}} | [[Zeitgeist]] || [[{{#show:{{{Zeitgeist}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Zeitgeist}}}|24px|class=mr-35]] [[{{{Zeitgeist|N/A}}}]]
|-
{{#if: {{{Idea Required|}}}||{{!}}-}} | [[Idea Required]] || [[{{#show:{{{Idea Required}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Required}}}|24px|class=mr-35]] [[{{{Idea Required|N/A}}}]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Construction Costs
|-
{{#if: {{{Workforce Construction|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Construction|N/A}}} {{#set:Workforce Construction={{{Workforce Construction}}}}}
|-
{{#if: {{{Heatstamps Construction|}}}||{{!}}-}} | [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]] || {{{Heatstamps Construction|N/A}}} {{#set:Heatstamps Construction={{{Heatstamps Construction}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Requirements
|-
{{#if: {{{Workforce Requirements|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Requirements|N/A}}} {{#set:Workforce Requirements={{{Workforce Requirements}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Demand
|-
{{#if: {{{Materials Demand|}}}||{{!}}-}} | [[{{#show:Materials|?icon|link=none|default=File:NoIcon.png}}|link=Materials|24px|class=mr-35]] [[Materials]] || {{{Materials Demand|N/A}}} {{#set:Materials Demand={{{Materials Demand}}}}}
|-
{{#if: {{{Heat Demand|}}}||{{!}}-}} | [[{{#show:Heat|?icon|link=none|default=File:NoIcon.png}}|link=Heat|24px|class=mr-35]] [[Heat]] || {{{Heat Demand|N/A}}} {{#set:Heat Demand={{{Heat Demand}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Output
|-
|-
{{#if: {{{Output1|}}}||{{!}}-}} | [[{{#show:{{{Output1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output1}}}|24px|class=mr-35]] [[Output::{{{Output1}}} | {{{Output1}}}]] || {{{Output1 Amount|N/A}}} {{#set:{{{Output1}}}={{{Output1 Amount}}}}}
|-
{{#if: {{{Output2|}}}||{{!}}-}} | [[{{#show:{{{Output2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output2}}}|24px|class=mr-35]] [[Output::{{{Output2}}} | {{{Output2}}}]] || {{{Output2 Amount|N/A}}} {{#set:{{{Output2}}}={{{Output2 Amount}}}}}
|-
{{#if: {{{Output3|}}}||{{!}}-}} | [[{{#show:{{{Output3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output3}}}|24px|class=mr-35]] [[Output::{{{Output3}}} | {{{Output3}}}]] || {{{Output3 Amount|N/A}}} {{#set:{{{Output3}}}={{{Output3 Amount}}}}}
|-
{{#if: {{{Output4|}}}||{{!}}-}} | [[{{#show:{{{Output4}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output4}}}|24px|class=mr-35]] [[Output::{{{Output4}}} | {{{Output4}}}]] || {{{Output4 Amount|N/A}}} {{#set:{{{Output4}}}={{{Output4 Amount}}}}}
|-
{{#if: {{{Output5|}}}||{{!}}-}} | [[{{#show:{{{Output5}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output5}}}|24px|class=mr-35]] [[Output::{{{Output5}}} | {{{Output5}}}]] || {{{Output5 Amount|N/A}}} {{#set:{{{Output5}}}={{{Output5 Amount}}}}}
|-
{{#if: {{{Output6|}}}||{{!}}-}} | [[{{#show:{{{Output6}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output6}}}|24px|class=mr-35]] [[Output::{{{Output6}}} | {{{Output6}}}]] || {{{Output6 Amount|N/A}}} {{#set:{{{Output6}}}={{{Output6 Amount}}}}}
|}
327893f115dbacbf2df143865a6cc1f01abab2cb
710
709
2024-04-17T14:11:05Z
Stankosh
7
wikitext
text/x-wiki
{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]] {{#set:Type=Building}}
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Building info
|-
{{#if: {{{Zeitgeist|}}}||{{!}}-}} | [[Zeitgeist]] || [[{{#show:{{{Zeitgeist}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Zeitgeist}}}|24px|class=mr-35]] [[{{{Zeitgeist|N/A}}}]] {{#set:Zeitgeist={{{Zeitgeist|N/A}}}}}
|-
{{#if: {{{Idea Required|}}}||{{!}}-}} | [[Idea Required]] || [[{{#show:{{{Idea Required}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Required}}}|24px|class=mr-35]] [[{{{Idea Required|N/A}}}]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Construction Costs
|-
{{#if: {{{Workforce Construction|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Construction|N/A}}} {{#set:Workforce Construction={{{Workforce Construction}}}}}
|-
{{#if: {{{Heatstamps Construction|}}}||{{!}}-}} | [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]] || {{{Heatstamps Construction|N/A}}} {{#set:Heatstamps Construction={{{Heatstamps Construction}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Requirements
|-
{{#if: {{{Workforce Requirements|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Requirements|N/A}}} {{#set:Workforce Requirements={{{Workforce Requirements}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Demand
|-
{{#if: {{{Materials Demand|}}}||{{!}}-}} | [[{{#show:Materials|?icon|link=none|default=File:NoIcon.png}}|link=Materials|24px|class=mr-35]] [[Materials]] || {{{Materials Demand|N/A}}} {{#set:Materials Demand={{{Materials Demand}}}}}
|-
{{#if: {{{Heat Demand|}}}||{{!}}-}} | [[{{#show:Heat|?icon|link=none|default=File:NoIcon.png}}|link=Heat|24px|class=mr-35]] [[Heat]] || {{{Heat Demand|N/A}}} {{#set:Heat Demand={{{Heat Demand}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Output
|-
|-
{{#if: {{{Output1|}}}||{{!}}-}} | [[{{#show:{{{Output1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output1}}}|24px|class=mr-35]] [[Output::{{{Output1}}} | {{{Output1}}}]] || {{{Output1 Amount|N/A}}} {{#set:{{{Output1}}}={{{Output1 Amount}}}}}
|-
{{#if: {{{Output2|}}}||{{!}}-}} | [[{{#show:{{{Output2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output2}}}|24px|class=mr-35]] [[Output::{{{Output2}}} | {{{Output2}}}]] || {{{Output2 Amount|N/A}}} {{#set:{{{Output2}}}={{{Output2 Amount}}}}}
|-
{{#if: {{{Output3|}}}||{{!}}-}} | [[{{#show:{{{Output3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output3}}}|24px|class=mr-35]] [[Output::{{{Output3}}} | {{{Output3}}}]] || {{{Output3 Amount|N/A}}} {{#set:{{{Output3}}}={{{Output3 Amount}}}}}
|-
{{#if: {{{Output4|}}}||{{!}}-}} | [[{{#show:{{{Output4}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output4}}}|24px|class=mr-35]] [[Output::{{{Output4}}} | {{{Output4}}}]] || {{{Output4 Amount|N/A}}} {{#set:{{{Output4}}}={{{Output4 Amount}}}}}
|-
{{#if: {{{Output5|}}}||{{!}}-}} | [[{{#show:{{{Output5}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output5}}}|24px|class=mr-35]] [[Output::{{{Output5}}} | {{{Output5}}}]] || {{{Output5 Amount|N/A}}} {{#set:{{{Output5}}}={{{Output5 Amount}}}}}
|-
{{#if: {{{Output6|}}}||{{!}}-}} | [[{{#show:{{{Output6}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output6}}}|24px|class=mr-35]] [[Output::{{{Output6}}} | {{{Output6}}}]] || {{{Output6 Amount|N/A}}} {{#set:{{{Output6}}}={{{Output6 Amount}}}}}
|}
e722c55455aee2c6ecefd9272a1b267f6115c4ef
Progress
0
284
714
2024-04-17T14:20:59Z
Stankosh
7
Created page with "{{#set: icon=File:{{PAGENAME}}.png}} [[File:{{PAGENAME}}.png|thumb|right]] {{quote|We will build machines to carve our place in ice. We will improve ourselves with technology...."
wikitext
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{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{quote|We will build machines to carve our place in ice. We will improve ourselves with technology. We will rip resources from the frozen earth to sustain everyone.|Ingame Description}}
{{PAGENAME}} is one of the {{twi|Zeitgeist}} Ideologies in {{GAMENAME}}. They believe that {{PAGENAME}} is the only way to unsure survival, and maybe even prosperity.
=={{PAGENAME}} Communities and Factions==
{{GAMENAME}} Communities and Factions, following {{PAGENAME}} Ideology:
*{{twi|Machinists}}
*{{twi|Technocrats}}
{{Ideology Uses}}
4223e10ca36263543e823324dc7982e5d71e99b3
Equality
0
285
715
2024-04-17T14:24:07Z
Stankosh
7
Created page with "{{#set: icon=File:{{PAGENAME}}.png}} [[File:{{PAGENAME}}.png|thumb|right]] {{quote|The old world died, with all of its inequalities. Nobody should lay claim to vital resources..."
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{quote|The old world died, with all of its inequalities. Nobody should lay claim to vital resources. And in the frost all resources are vital.|Ingame Description}}
{{PAGENAME}} is one of the {{twi|Zeitgeist}} Ideologies in {{GAMENAME}}. They believe that {{PAGENAME}} is the only way to build a society and its economy that will not collapse.
=={{PAGENAME}} Communities and Factions==
{{GAMENAME}} Communities and Factions, following {{PAGENAME}} Ideology:
*{{twi|Technocrats}}
{{Ideology Uses}}
6cf28be9319c15df724a52d64da74827a4f8d07e
Merit
0
286
716
2024-04-17T14:26:50Z
Stankosh
7
Created page with "{{#set: icon=File:{{PAGENAME}}.png}} [[File:{{PAGENAME}}.png|thumb|right]] {{quote|New opportunities open and fortune, as always, will favor the bold.|Ingame Description}} {{P..."
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{quote|New opportunities open and fortune, as always, will favor the bold.|Ingame Description}}
{{PAGENAME}} is one of the {{twi|Zeitgeist}} Ideologies in {{GAMENAME}}. They believe that the worthy should be rewarded. And personal achievement should be rewarded with individual {{PAGENAME}}
=={{PAGENAME}} Communities and Factions==
{{GAMENAME}} Communities and Factions, following {{PAGENAME}} Ideology:
*{{twi|Icebloods}}
{{Ideology Uses}}
c5ab3c293f6455fd97b9ac1eb3e24541471bbc26
Reason
0
287
717
2024-04-17T14:29:26Z
Stankosh
7
Created page with "{{#set: icon=File:{{PAGENAME}}.png}} [[File:{{PAGENAME}}.png|thumb|right]] {{quote|If we are to survive, we can't remain chained to old social order. Logic and reason will lea..."
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{quote|If we are to survive, we can't remain chained to old social order. Logic and reason will lead us to values that will best enable us to survive and thrive.|Ingame Description}}
{{PAGENAME}} is one of the {{twi|Zeitgeist}} Ideologies in {{GAMENAME}}. They believe that {{PAGENAME}} should guide the society through change it needs to thrive and everything can be settled through a rational argument.
=={{PAGENAME}} Communities and Factions==
{{GAMENAME}} Communities and Factions, following {{PAGENAME}} Ideology:
*{{twi|Technocrats}}
{{Ideology Uses}}
11af4e2655abb77003d27d43df115c0e5273c030
Tradition
0
288
718
2024-04-17T14:31:34Z
Stankosh
7
Created page with "{{#set: icon=File:{{PAGENAME}}.png}} [[File:{{PAGENAME}}.png|thumb|right]] {{quote|The world has changed but not the people. The tried and true old social order kept us togeth..."
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{quote|The world has changed but not the people. The tried and true old social order kept us together in the past, it will keep us together still. Tradition will give us solid foundations on which to rebuild society.|Ingame Description}}
{{PAGENAME}} is one of the {{twi|Zeitgeist}} Ideologies in {{GAMENAME}}. They believe that {{PAGENAME}} is how society should be built and honor should be preserved.
=={{PAGENAME}} Communities and Factions==
{{GAMENAME}} Communities and Factions, following {{PAGENAME}} Ideology:
*{{twi|Icebloods}}
{{Ideology Uses}}
448d0d730b3568a3af41b15c58533f68e2e8a942
Cold
0
289
719
2024-04-17T15:52:29Z
Stankosh
7
Created page with "{{#set: icon=File:{{PAGENAME}}.png}} [[File:{{PAGENAME}}.png|thumb|right]] {{PAGENAME}} is one of the {{twi|Problem|Problems}} in {{GAMENAME}}. High Cold increases {{twi|Dise..."
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text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} is one of the {{twi|Problem|Problems}} in {{GAMENAME}}.
High Cold increases {{twi|Disease}}, {{twi|Tension}},decreases Population Growth and causes recurring events of citizens Freezing to death.
Cold is a measure of how well your City is heated and how protected your citizens are from the frost.
Make sure that {{twi|Shelter}} and {{twi|Heat}} needs are fulfilled - not satisfying those Needs mainly increases {{PAGENAME}}.
dac6bf9433c4469d14f1aa807e0368f7d5820512
720
719
2024-04-17T15:54:24Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} is one of the {{twi|Problem|Problems}} in {{GAMENAME}}.
High Cold increases {{twi|Disease}}, {{twi|Tension}},decreases Population Growth and causes recurring events of citizens Freezing to death.
Cold is a measure of how well your City is heated and how protected your citizens are from the frost.
Make sure that {{twi|Shelter}} and {{twi|Heat}} needs are fulfilled - not satisfying those Needs mainly increases {{PAGENAME}}.
There is a high chance of {{PAGENAME}} increasing during the {{twi|Temperature}} drops and Whiteouts, especially if not enough fuel is stockpiled in the City.
5106bdfce2c68399466a0a6fdd725d9028f87b28
760
720
2024-04-18T03:58:45Z
Techhead7890
17
flow
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} is one of the {{twi|Problem|Problems}} in {{GAMENAME}}. Cold grows if people cannot find access to {{twi|Shelter}} and {{twi|Heat}}, leaving them worse for wear if they are not protected from the frost.
Lacking {{twi|Shelter||no}} can be one of the main reasons for this Problem increasing rapidly. Make sure that enough {{twi|Housing District|Housing Districts}} are built and then for complete protection, make sure that the Districts' [[Demand]]s for {{twi|Heat||no}} are fulfilled to prevent the issue. Another likely cause of increasing Cold can be {{twi|Temperature}} drops and Whiteouts, especially if not enough fuel is stockpiled in the City to meet the surging demand for {{twi|Heat||no}}.
High Cold increases {{twi|Tension}}, increases the {{twi|Disease}} problem, decreases [[Population]] Growth and can cause recurring [[event]]s of citizens Freezing to death. Unlike some of the other problems, there is no building that addresses cold directly; it must be solved by the underlying issue with {{twi|Shelter||no}}.
62ff9e1af8e361463b195b2edb174de70022d7e7
Hunger
0
290
721
2024-04-17T16:00:51Z
Stankosh
7
Created page with "{{#set: icon=File:{{PAGENAME}}.png}} [[File:{{PAGENAME}}.png|thumb|right]] {{PAGENAME}} is one of the {{twi|Problem|Problems}} in {{GAMENAME}}. High {{PAGENAME}} increases {{..."
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} is one of the {{twi|Problem|Problems}} in {{GAMENAME}}.
High {{PAGENAME}} increases {{twi|Disease}}, {{twi|Tension}}, decreases Population Growth and causes recurring events of citizens Starving to death, which in turn lowers Trust.
Make sure that {{twi|Food}} needs are fulfilled - not satisfying those Needs increases {{PAGENAME}}.
bf11e155248228b9417b735cc79980f3b067e077
Squalor
0
291
722
2024-04-17T16:07:39Z
Stankosh
7
Created page with "{{#set: icon=File:{{PAGENAME}}.png}} [[File:{{PAGENAME}}.png|thumb|right]] {{PAGENAME}} is one of the {{twi|Problem|Problems}} in {{GAMENAME}}. {{PAGENAME}} means that your c..."
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} is one of the {{twi|Problem|Problems}} in {{GAMENAME}}.
{{PAGENAME}} means that your citizens have to endure polluted air and overwhelming dirt and filth in the City.
{{PAGENAME}} raises when there are not enough {{twi|Materials}} to meet the Demand for the maintenance of the City.<br>
Additionally {{twi|Generator}} and various Buildings emit toxic fumes, polluting the City further.
High {{PAGENAME}} increases {{twi|Disease}}, {{twi|Tension}}. It also decreases Population Growth.
Squalor also causes recurring events that damage random {{twi|Districts}}, which is indicated by the district's Wear. When Wear reaches its maximum limit, the target district turns off due to a malfunction. To make the district functional again, the player needs to Repair it, an operation that costs {{twi|Heatnotes}}.
302b51caa3eb2a6a376d7d23930ba8e7a53334f1
727
722
2024-04-17T16:29:33Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} is one of the {{twi|Problem|Problems}} in {{GAMENAME}}.
{{PAGENAME}} means that your citizens have to endure polluted air and overwhelming dirt and filth in the City.
{{PAGENAME}} raises when there are not enough {{twi|Materials}} to meet the Demand for the maintenance of the City.<br>
Additionally {{twi|Generator}} and various Buildings emit toxic fumes, polluting the City further.
High {{PAGENAME}} increases {{twi|Disease}}, {{twi|Tension}}. It also decreases Population Growth.
Squalor also causes recurring events that damage random {{twi|Districts}}, which is indicated by the district's Wear. When Wear reaches its maximum limit, the target district turns off due to a malfunction. To make the district functional again, the player needs to Repair it, an operation that costs {{twi|Heatnotes}}.
{{Resource Uses}}
9ed9761206646884951a9491484d50697652ff24
Disease
0
292
723
2024-04-17T16:20:42Z
Stankosh
7
Created page with "{{#set: icon=File:{{PAGENAME}}.png}} [[File:{{PAGENAME}}.png|thumb|right]] {{PAGENAME}} is one of the {{twi|Problem|Problems}} in {{GAMENAME}}. {{PAGENAME}} means that some o..."
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} is one of the {{twi|Problem|Problems}} in {{GAMENAME}}.
{{PAGENAME}} means that some of your population is Sick. The number of Sick workers increases proportionally to how high {{PAGENAME}} is currently is. These people will only rejoin the available {{twi|Workforce}} upon decreasing {{PAGENAME}} in the City.
{{PAGENAME}} raises when there are {{twi|Cold}}, {{twi|Hunger}} or {{twi|Squalor}} problems in the City.<br>
It can also be increased by various Buildings and Laws.
{{PAGENAME}} can be decreased by construction of {{twi|Hospital}} buildings and their faction variants {{twi|Teaching Hospital}}, {{twi|Recovery Hospital}}
fb190eb52ee6e4272a1c804800422a16ab27207a
724
723
2024-04-17T16:21:28Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} is one of the {{twi|Problem|Problems}} in {{GAMENAME}}.
{{PAGENAME}} means that some of your population is Sick. The number of Sick workers increases proportionally to how high {{PAGENAME}} is currently is. These people will only rejoin the available {{twi|Workforce}} upon decreasing {{PAGENAME}} in the City.
{{PAGENAME}} raises when there are {{twi|Cold}}, {{twi|Hunger}} or {{twi|Squalor}} problems in the City.<br>
It can also be increased by various Buildings and Laws.
{{PAGENAME}} can be decreased by construction of {{twi|Hospital}} buildings and their faction variants {{twi|Teaching Hospital}}, {{twi|Recovery Hospital}}
{{Resource Uses}}
f2f57bc0e594516c0b95b425d62068440eb7ddf0
Crime
0
293
725
2024-04-17T16:26:17Z
Stankosh
7
Created page with "{{#set: icon=File:{{PAGENAME}}.png}} [[File:{{PAGENAME}}.png|thumb|right]] {{PAGENAME}} is one of the {{twi|Problem|Problems}} in {{GAMENAME}}. {{PAGENAME}} increases with yo..."
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} is one of the {{twi|Problem|Problems}} in {{GAMENAME}}.
{{PAGENAME}} increases with your population - more people means more troublemakers. Lack of {{twi|Goods}} also intensifies the problem, as impoverished people will commit acts of crime out of desperation.
There are many ways to combat Crime that can be found in the {{twi|Idea Tree}}, but making sure that the Demand for {{twi|Goods}} is satisfied is also a valid way to combat it.
{{PAGENAME}} increases {{twi|tension}} and reduces Population Growth.
Crime also causes various recurring events which include: Deaths or Injuries, Tension increase, or citizens joining Factions out of desperation.
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726
725
2024-04-17T16:29:03Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} is one of the {{twi|Problem|Problems}} in {{GAMENAME}}.
{{PAGENAME}} increases with your population - more people means more troublemakers. Lack of {{twi|Goods}} also intensifies the problem, as impoverished people will commit acts of crime out of desperation.
There are many ways to combat Crime that can be found in the {{twi|Idea Tree}}, but making sure that the Demand for {{twi|Goods}} is satisfied is also a valid way to combat it.
{{PAGENAME}} increases {{twi|tension}} and reduces Population Growth.
Crime also causes various recurring events which include: Deaths or Injuries, Tension increase, or citizens joining Factions out of desperation.
{{Resource Uses}}
44a7a917a719c189936ca5db29bcb52b68dd79a5
File:Dark UI.png
6
294
728
2024-04-17T16:38:17Z
Stankosh
7
wikitext
text/x-wiki
Dark UI Catastrophic Tension
0d6fc441d18aee5715fb246a58c9c3e04197197a
Tension
0
295
729
2024-04-17T16:43:10Z
Stankosh
7
Created page with "{{#set: icon=File:{{PAGENAME}}.png}} [[File:{{PAGENAME}}.png|thumb|right]] {{PAGENAME}} is the result of other {{twi|Problem|Problems}} in {{GAMENAME}}. {{PAGENAME}} shows yo..."
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} is the result of other {{twi|Problem|Problems}} in {{GAMENAME}}.
{{PAGENAME}} shows you how agitated and anxious people in the City are.
{{PAGENAME}} rises if other {{twi|problem|problems}} like {{twi|Cold}}, {{twi|Hunger}}, {{twi|Disease}}, {{twi|Squalor}}, or {{twi|Crime}} are high.
{{PAGENAME}} is located at the very middle of the bottom of the screen. It is portayed by an orb that can fill with black liquid as {{PAGENAME}}.
{{twi|Factions}}, which might engage in various disruptions, such as Protests, will also increase {{PAGENAME}} rapidly.
Be careful, if your {{PAGENAME}} reaches the maximum limit, the City will fall into uncontrollable chaos.
==Trivia==
[[File:Dark UI.png|thumb|Catastrophic Tension UI]]
As the {{PAGENAME}} increases the UI will get darker with additional black elements. At the Catastrophic {{PAGENAME}} level all the pathways will turn red, UI will be covered in black liquid.
If high tension will not be reduced final {{twi|Events}} will take place giving player last chance to take {{twi|Problem|Problems}} under control before being exiled.
f4e80c51b9307f29e9a8d7e1ddd380ecdd1f2ce2
762
729
2024-04-18T04:29:28Z
Techhead7890
17
condensing
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
'''{{PAGENAME}}''' in {{GAMENAME}} measures the city's conflict and unrest, showing agitation and anxiety in the City's [[population]] to the player.
The {{PAGENAME}} display is located at the middle of the very bottom of the screen, portrayed by an orb that starts empty and can fill with black or red liquid as {{PAGENAME}} rises. The roads of the city also reflect the level of tension in their colour.
Tension can reflect current [[event]]s and the [[Steward|Steward's]] decisions, but day-to-day it is the result of other {{twi|Problem|Problems}}, rising if other {{twi|problem|problems}} like {{twi|Cold}}, {{twi|Hunger}}, {{twi|Disease}}, {{twi|Squalor}}, or {{twi|Crime}} are high. {{twi|Factions}}, which might engage in various disruptions, such as Protests, will also increase {{PAGENAME}} rapidly.
==Progression==
[[File:Dark UI.png|thumb|Catastrophic Tension UI]]
As the {{PAGENAME}} increases the UI will get darker with additional black elements. At the Catastrophic {{PAGENAME}} level all the pathways will turn red, UI will be covered in black liquid.
If high tension will not be reduced final {{twi|Events}} will take place giving the [[Steward]] a last chance to take {{twi|Problem|Problems}} under control before being exiled. Be careful, if your {{PAGENAME}} reaches the maximum limit, the City will fall into uncontrollable chaos.
0b0b7c9fdd0838194471087a0c5b48bebbcec989
763
762
2024-04-18T04:30:14Z
Techhead7890
17
category
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
'''{{PAGENAME}}''' in {{GAMENAME}} measures the city's conflict and unrest, showing agitation and anxiety in the City's [[population]] to the player.
The {{PAGENAME}} display is located at the middle of the very bottom of the screen, portrayed by an orb that starts empty and can fill with black or red liquid as {{PAGENAME}} rises. The roads of the city also reflect the level of tension in their colour.
Tension can reflect current [[event]]s and the [[Steward|Steward's]] decisions, but day-to-day it is the result of other {{twi|Problem|Problems}}, rising if other {{twi|problem|problems}} like {{twi|Cold}}, {{twi|Hunger}}, {{twi|Disease}}, {{twi|Squalor}}, or {{twi|Crime}} are high. {{twi|Factions}}, which might engage in various disruptions, such as Protests, will also increase {{PAGENAME}} rapidly.
==Progression==
[[File:Dark UI.png|thumb|Catastrophic Tension UI]]
As the {{PAGENAME}} increases the UI will get darker with additional black elements. At the Catastrophic {{PAGENAME}} level all the pathways will turn red, UI will be covered in black liquid.
If high tension will not be reduced final {{twi|Events}} will take place giving the [[Steward]] a last chance to take {{twi|Problem|Problems}} under control before being exiled. Be careful, if your {{PAGENAME}} reaches the maximum limit, the City will fall into uncontrollable chaos.
[[Category: game mechanics]]
91f68635cc6273cc9adcb88b75c365c15f46ce5b
Game Mechanics
0
128
730
599
2024-04-17T16:46:36Z
Stankosh
7
wikitext
text/x-wiki
Frostpunk 2 features a variety of Game Mechanics that define the gameplay.
{{Card
|title=[[Factions]]
|target=Factions
|content=The factions will interact with the {{twi|Book_of_Laws|laws}}, and people belonging to the factions will react to the legal situation. Depending on the faction views they may see the situation favorably or become angry and apply pressure to the Steward to make changes. The definition of who each faction includes may be work or ideology related.
}}
{{Card
|title=[[Population]]
|target=
|content=The player's city is inhabited by various workers of many types, and their children. People will immigrate to the city in search of safety and work.
}}
{{Card
|title=[[Frostbreaking]]
|content=Initially, you can only build Districts in a limited area. The wider terrain is covered in frozen-stiff ground, which is impossible to construct upon. To widen the buildable area , you'll neeed to use '''Frostbreakers'''.
}}
{{Card
|title=[[Council]]
|target=
|content=The Council decides upon laws that constitute the city's customs and culture, and are a form of progression in the game that can drastically modify resource use or capabilities, deciding how the scenario will play out.
}}
{{Card
|title=[[Idea Tree]]
|content=A progression system to unlock more technology such as buildings or other features.
}}
{{Card
|title=[[Resources]]
|content= Used to complete actions, help citizens, or build districts.
}}
{{Card
|title=[[Problem]]
|content=Failing to address shortages can create growing problems that deteriorate the city's ability to function.
}}
{{Card
|title=[[Zeitgeist]]
|content=A system that ties together every law and technology into the Faction system.
}}
{{Card
|title=[[Heat]]
|content= There is a [[generator]] at the centre of the city that protects the citizens against the cold.
}}
{{Card
|title=[[Workforce]]
|content=Workforce is the proportion of population that can work. But it may get reduced if people may get sick or injured.
}}
{{Card
|title=[[Events]]
|content=These may be story related or pose challenges to the player.
}}
{{Card
|title=[[Scenarios]]
|content=There may be maps or scenarios with varied starting settings or objectives.
}}
{{Card
|title=[[Frostland]]
|content=After constructing {{twi|Logistics Districts}} player will be able to access Frostland. By exploring and exploiting the world outside the City, player can provide people with nearly everything they need.
}}
523e2a072c4fc0ddabbb5dc3ee92c02c22e436a9
731
730
2024-04-17T16:46:49Z
Stankosh
7
wikitext
text/x-wiki
Frostpunk 2 features a variety of Game Mechanics that define the gameplay.
{{Card
|title=[[Factions]]
|target=Factions
|content=The factions will interact with the {{twi|Book_of_Laws|laws}}, and people belonging to the factions will react to the legal situation. Depending on the faction views they may see the situation favorably or become angry and apply pressure to the Steward to make changes. The definition of who each faction includes may be work or ideology related.
}}
{{Card
|title=[[Population]]
|target=
|content=The player's city is inhabited by various workers of many types, and their children. People will immigrate to the city in search of safety and work.
}}
{{Card
|title=[[Frostbreaking]]
|content=Initially, you can only build Districts in a limited area. The wider terrain is covered in frozen-stiff ground, which is impossible to construct upon. To widen the buildable area , you'll neeed to use '''Frostbreakers'''.
}}
{{Card
|title=[[Council]]
|target=
|content=The Council decides upon laws that constitute the city's customs and culture, and are a form of progression in the game that can drastically modify resource use or capabilities, deciding how the scenario will play out.
}}
{{Card
|title=[[Idea Tree]]
|content=A progression system to unlock more technology such as buildings or other features.
}}
{{Card
|title=[[Resources]]
|content= Used to complete actions, help citizens, or build districts.
}}
{{Card
|title=[[Problem]]
|content=Failing to address shortages can create growing problems that deteriorate the city's ability to function.
}}
{{Card
|title=[[Zeitgeist]]
|content=A system that ties together every law and technology into the Faction system.
}}
{{Card
|title=[[Heat]]
|content= There is a [[generator]] at the centre of the city that protects the citizens against the cold.
}}
{{Card
|title=[[Workforce]]
|content=Workforce is the proportion of population that can work. But it may get reduced if people may get sick or injured.
}}
{{Card
|title=[[Events]]
|content=These may be story related or pose challenges to the player.
}}
{{Card
|title=[[Scenarios]]
|content=There may be maps or scenarios with varied starting settings or objectives.
}}
{{Card
|title=[[Frostland]]
|content=After constructing {{twi|Logistics District}} player will be able to access Frostland. By exploring and exploiting the world outside the City, player can provide people with nearly everything they need.
}}
2d73e782d3b558b107235ef102ed369b48c6036e
Frostland
0
296
732
2024-04-17T17:25:15Z
Stankosh
7
Created page with "{{#set: icon=File:{{PAGENAME}}.png}} [[File:{{PAGENAME}}.png|thumb|right]] Frostland is a vast world outside of the City in {{GAMENAME}} full of dangers and riches. Player can..."
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
Frostland is a vast world outside of the City in {{GAMENAME}} full of dangers and riches. Player can explore and exploit its reaches to get different {{twi|Resources}}, make Outposts and Colonies to provide the City with nearly everything its people need.
In order to access {{PAGENAME}} player will need to construct {{twi|Logistics District}} at the edge of the City map on the Old Waystation. {{twi|Logistics District}} will provide {{twi|Frostland Teams}} that are being used to explore different nodes on {{PAGENAME}} map.
=={{PAGENAME}} Exploration==
Exploration is a unique {{twi|Game Mechanics}} in {{GAMENAME}}.
There are multiple Territories on the {{PAGENAME}} map. You can select them by clicking on their names and read its description, which may hint on the resources that might be found. To explore a Teritory you need to allocate a certain number of {{twi|Frostland Teams}}, which are sourced from the {{twi|Logistrics District}} and its Buildings.
The number of {{twi|Frostland Teams}} required on the difficulty of the Territory and range from 10 to 40 for the early game areas.<br>
Icons next to the territory means that the territory is more challenging and requires more {{twi|Frostland Teams}}.
The Cost and exploration time can be reduced by researching alternative exploration methods in the {{twi|Idea Tree}}.
Once a Territory is explored player can have variety of outcomes: different {{twi|Resources}} that can be brought back to the City, Harvesting Areas, Outposts or {{twi|Lore}} information.
=={{PAGENAME}} Harvesting Areas==
Upon exploring a Territory might reveal a Harvesting Area. Harvesting Areas can be found everywhere around the Frostland. They are an alternative source of {{twi|Food}}.
Contrary to Outposts, Harvesting Areas don't need to be connected to the City by a {{twi|Trail}} or {{twi|Railroad}}, they just need {{twi|Frostland Teams}} to operate them to start providing {{twi|Food}}.
You can research {{twi|Harvester Hangars}} to increase the amount of {{twi|Food}} provided by Harvesting Areas.
=={{PAGENAME}} Outposts==
Outposts can be discovered in {{PAGENAME}} and act as a source of {{twi|Coal}}, {{twi|Materials}} or {{twi|Oil}}.
To get an Outpost running, you must first connect an Outpost site by a {{twi|Trail}}. Trail have to be connected to the one of the City's entry points, where {{twi|Logistics District}} is built. You can then construct it and begin extracting resources.
Its possible to increase the efficiency of an Outpost by connecting it using {{twi|Railroads}} instead of {{twi|Trail}}.
But be wary, Outposts will eventually run out of resources.
4f3c08cfe723954b5778bf7c904daa90489ef8b3
733
732
2024-04-17T17:25:53Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
Frostland is a vast world outside of the City in {{GAMENAME}} full of dangers and riches. Player can explore and exploit its reaches to get different {{twi|Resources}}, make Outposts and Colonies to provide the City with nearly everything its people need.
In order to access {{PAGENAME}} player will need to construct {{twi|Logistics District}} at the edge of the City map on the Old Waystation. {{twi|Logistics District}} will provide {{twi|Frostland Teams}} that are being used to explore different nodes on {{PAGENAME}} map.
=={{PAGENAME}} Exploration==
Exploration is a unique {{twi|Game Mechanics}} in {{GAMENAME}}.
There are multiple Territories on the {{PAGENAME}} map. You can select them by clicking on their names and read its description, which may hint on the resources that might be found. To explore a Teritory you need to allocate a certain number of {{twi|Frostland Teams}}, which are sourced from the {{twi|Logistics District}} and its Buildings.
The number of {{twi|Frostland Teams}} required on the difficulty of the Territory and range from 10 to 40 for the early game areas.<br>
Icons next to the territory means that the territory is more challenging and requires more {{twi|Frostland Teams}}.
The Cost and exploration time can be reduced by researching alternative exploration methods in the {{twi|Idea Tree}}.
Once a Territory is explored player can have variety of outcomes: different {{twi|Resources}} that can be brought back to the City, Harvesting Areas, Outposts or {{twi|Lore}} information.
=={{PAGENAME}} Harvesting Areas==
Upon exploring a Territory might reveal a Harvesting Area. Harvesting Areas can be found everywhere around the Frostland. They are an alternative source of {{twi|Food}}.
Contrary to Outposts, Harvesting Areas don't need to be connected to the City by a {{twi|Trail}} or {{twi|Railroad}}, they just need {{twi|Frostland Teams}} to operate them to start providing {{twi|Food}}.
You can research {{twi|Harvester Hangars}} to increase the amount of {{twi|Food}} provided by Harvesting Areas.
=={{PAGENAME}} Outposts==
Outposts can be discovered in {{PAGENAME}} and act as a source of {{twi|Coal}}, {{twi|Materials}} or {{twi|Oil}}.
To get an Outpost running, you must first connect an Outpost site by a {{twi|Trail}}. Trail have to be connected to the one of the City's entry points, where {{twi|Logistics District}} is built. You can then construct it and begin extracting resources.
Its possible to increase the efficiency of an Outpost by connecting it using {{twi|Railroads}} instead of {{twi|Trail}}.
But be wary, Outposts will eventually run out of resources.
1a0e0e86db4fd6449dad65dddff5dd5d1f372a0d
File:Frostland.png
6
297
734
2024-04-17T17:31:57Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Railroad.png
6
298
735
2024-04-17T17:32:05Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Trail.png
6
299
736
2024-04-17T17:32:12Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Main Page
0
112
737
445
2024-04-17T17:40:37Z
Stankosh
7
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| Description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events etc.
}}
{{Quote|Frostpunk 2 Wiki is a place where Guides meet the Wiki content, making it the best source of info on the game where anyone can contribute to make it better.}}
{{Recent News}}
{{Card
|title=[[Districts|Districts and Buildings]]
|target=Districts|content=List of {{GAMENAME}} Districts and their description, as well as Buildings.
|image=Districts Card.png
}}
{{Card
|title=[[Council]]
|target=Council|content={{GAMENAME}} Council and Laws.
|image=Council Card.png
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
|image=Generator Card.jpg
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
|image=Resources Card.jpg
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
|image=Events Card.jpg
}}
{{Card
|title=[[Idea Tree]]
|target=Idea Tree|content=List of {{GAMENAME}} Research Technologies and everything you want to know about them
|image=Technology Tree Card.jpg
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
|image=Game Mechanics Card.jpg
}}
{{Card
|title=[[Lore]]
|target=Lore|content={{GAMENAME}} Lore, story and world information
|image=Lore Card.jpg
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
|image=Text Guides Card.png
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
|image=Video Guides Card.png
}}
==<center>About {{GAMENAME}} Wiki</center>==
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community.
3c296ce1a9db533dae59968dbfe057305fcb5447
Idea Tree
0
188
738
647
2024-04-17T18:07:42Z
Argresh
14
Trying to set up a table
wikitext
text/x-wiki
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
Ideas are tied to communities. The concept is that the communities are the ones researching these ideas. There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. In turn, each section is broken down into issues or concepts. Each [[Faction]] tends to have different ideas about how to proceed with a concept. Almost every technology has two or more possibilities for research, all of which can be researched, and each possibility corresponding to an existing Faction within the city at the time. Although some technologies may only have one option, or may only be available to one specific Faction. It is common for a Faction to request a specific technology be researched to fulfill a promise made.
To begin researching something, the player must pay a {{twi|Heatstamps}} fee of 50, though more complex technologies can increase that to 100 or more, and sometimes it is completely free due to a Faction unlocking it before the player. When a technology is finished researching, it becomes immediately available for use and expands its branches, like a tree, to many other similarly related research options.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration/[[scouting]]. The two opposing [[Zeitgeist]] in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food.
{| class="wikitable"
|+Advanced Coal Mining
|Faction
|Description
|Stat 1
|Stat 2
|Stat 3
|Stat 4
|-
|Forager
|
|
|
|
|
|-
|Machinist
|
|
|
|
|
|}
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing Zeitgeist in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
b279ea59a17c7a7b3a6c029fa29d765c46313dc4
739
738
2024-04-17T18:10:47Z
Stankosh
7
Undo revision 738 by [[Special:Contributions/Argresh|Argresh]] ([[User talk:Argresh|talk]])
wikitext
text/x-wiki
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
Ideas are tied to communities. The concept is that the communities are the ones researching these ideas. There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. In turn, each section is broken down into issues or concepts. Each [[Faction]] tends to have different ideas about how to proceed with a concept. Almost every technology has two or more possibilities for research, all of which can be researched, and each possibility corresponding to an existing Faction within the city at the time. Although some technologies may only have one option, or may only be available to one specific Faction. It is common for a Faction to request a specific technology be researched to fulfill a promise made.
To begin researching something, the player must pay a {{twi|Heatstamps}} fee of 50, though more complex technologies can increase that to 100 or more, and sometimes it is completely free due to a Faction unlocking it before the player. When a technology is finished researching, it becomes immediately available for use and expands its branches, like a tree, to many other similarly related research options.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration/[[scouting]]. The two opposing [[Zeitgeist]] in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the [[Logistics Bay]] for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]).
*{{twi|Goods Factories}}
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing Zeitgeist in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
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File:Logo.png
6
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740
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2024-04-17T18:20:28Z
Stankosh
7
Stankosh uploaded a new version of [[File:Logo.png]]
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Advanced Coal Mines
0
300
741
2024-04-17T18:23:40Z
Argresh
14
Testing out this new thing. This page is terrible by design
wikitext
text/x-wiki
{{#set: icon=File:Coal.png}}
[[File:Goods Factories.png|thumb|Goods Factories in the Idea Tree]]
{{quote|How can we further improve {{twi|Coal}} mining?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks an additional {{twi|Extraction District}} Building: Deep Shaft Coal Mine or Blasting Coal Mine that is focused on producing {{twi|Coal}}.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea Building
|Zeitgeist=Adaptation
|Idea Required=N/A
|Idea Unlocks=
|Idea Cost=100
|Research Duration=xx
|Building=Deep Shaft Coal Mine
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Deep Shaft Coal Mine}} Building. It requires more {{twi|workforce}} than Progress variant, but consumes less {{twi|Materials}} and {{twi|Heat}}. It also causes a {{twi|Disease}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea Building
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=
|Idea Cost=100
|Research Duration=xx
|Building=Blasting Coal Mine
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Blasting Coal Mine}} Building. It requires more {{twi|Materials}} and {{twi|Heat}} than Progress variant, but consumes less {{twi|workforce}}. It also causes {{twi|Squalor}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
23a689d47c956bdf610c1b93b8410f2495165b81
743
741
2024-04-17T18:27:26Z
Argresh
14
wikitext
text/x-wiki
{{#set: icon=File:Coal.png}}
{{quote|How can we further improve {{twi|Coal}} mining?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks an additional {{twi|Extraction District}} Building: Deep Shaft Coal Mine or Blasting Coal Mine that is focused on producing {{twi|Coal}}.
[[File:AdvancedCoalMines.png|thumb|Advanced Coal Mines in the Idea Tree]]
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea Building
|Zeitgeist=Adaptation
|Idea Required=Coal Mines
|Idea Unlocks=Charcoal Plants
|Idea Cost=100
|Research Duration=xx
|Building=Deep Shaft Coal Mine
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Deep Shaft Coal Mine}} Building. It requires more {{twi|workforce}} than Progress variant, but consumes less {{twi|Materials}} and {{twi|Heat}}. It also causes a {{twi|Disease}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea Building
|Zeitgeist=Progress
|Idea Required=Coal Mines
|Idea Unlocks=Charcoal Plants
|Idea Cost=100
|Research Duration=xx
|Building=Blasting Coal Mine
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Blasting Coal Mine}} Building. It requires more {{twi|Materials}} and {{twi|Heat}} than Progress variant, but consumes less {{twi|workforce}}. It also causes {{twi|Squalor}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
6c106637391653206166a9992061cd63e6e5b997
Time
0
302
744
2024-04-17T22:32:22Z
Techhead7890
17
basic info
wikitext
text/x-wiki
In Frostpunk 2, '''time''' is measured in days and weeks. Most actions like construction, [[Frostbreaking]] or research on the [[Idea Tree]] take a set amount of time to complete. The [[Council]] sits to hear new law proposals every 10 weeks. [[Resource]]s are produced and drained every day, while {{twi|Heatstamps}} are collected every week.
d2ad5264751144064445c06e3cb5c358d647fd0f
746
744
2024-04-17T22:45:09Z
Techhead7890
17
more items
wikitext
text/x-wiki
In Frostpunk 2, '''time''' is measured in days and weeks. Most actions like construction, [[Frostbreaking]] or research on the [[Idea Tree]] take a set amount of time to complete.
Scouting the [[Frostland]] also takes place over time. [[Population]] growth gradually takes place. [[Event]]s may be triggered at certain weeks or periods of time.
Some other events happen on a cyclic pattern. The [[Council]] sits to hear new law proposals roughly every 10 weeks. [[Resource]]s are produced and drained every day, while {{twi|Heatstamps}} are collected every week. Temperature variations may also take place on a 20 week cycle.
The [[Generator]] can be on overdrive for a limit of 30 weeks non-stop.
The player has some control over time which can be advanced at one of three speeds or be paused. 1 day passes in approximately a second at normal speed.
[[Category: game mechanics]]
bdb0d1847b8d906089a8b6998dfc3aa1e2954585
Population
0
254
745
607
2024-04-17T22:37:08Z
Techhead7890
17
clarify increases in batches, add more links to problems
wikitext
text/x-wiki
'''Population''' counts the number of humans in the city. Population increases {{twi|heatstamp}} income, and increases the membership of the city's [[faction]]s and communities that [[Demand]] the resources {{twi|Shelter}}, {{twi|Food}}, and {{twi|Goods}}.
A proportion of the population is counted as [[workforce]], typically 60% to start. If members of the population are sick with {{twi|Disease}}, this can reduce the actual number of workers available.
The population grows in batches that are produced at a steady rate over time. The rate can be increased by passing immigration laws at the [[Council]]. Population growth may be slowed by the [[Problem]]s of {{twi|Squalor}} or {{twi|Crime}}.
[[Category: Game mechanics]]
155bed8af75272a4d8ad844a27a62a62c53d92b8
Faction
0
129
747
646
2024-04-17T22:49:27Z
Techhead7890
17
link population, add idea tree and zeitgeist links
wikitext
text/x-wiki
'''Factions''' are major political forces in {{GAMENAME}}. The [[population]] will belong to variety of factions and their faction govern what they like and what they don't. It can concern for different game aspects, for example [[Council]] voting, the [[Idea Tree]], and the [[Zeitgeist]] alignment system.
==Foragers==
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They are fiercely pro-Adaptation ideology in the Survival [[Zeitgeist]].
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic Merit and Society Tradition ideological Zeitgeists.
==Machinists==
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They are fiercely pro-Progress ideology in the Survival [[Zeitgeist]].
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to.
Icebloods support the Society Reason and Economic Equality ideological Zeitgeists.
==Other factions==
It is known that other communities will exist, such as Merchants and Lords, but it is not known what their advanced factions or ideological positions will be.
ef646d09e3264b1e2aacf80449beb9581a9e32ba
759
747
2024-04-18T02:01:45Z
Techhead7890
17
game mechanic effects
wikitext
text/x-wiki
'''Factions''' are major political forces in {{GAMENAME}}. The [[population]] will belong to variety of factions and their faction govern what they like and what they don't. It can concern for different game aspects, for example [[Council]] voting, the [[Idea Tree]], and the [[Zeitgeist]] alignment system.
==Effects==
Factions are the most passionate and radical members of their [[community]] with strong beliefs. They have a manifesto that covers all aspects of the Zeitgeist. They can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down. The Steward can send in guards to quell protests.
==Foragers==
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They are fiercely pro-Adaptation ideology in the Survival [[Zeitgeist]].
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic Merit and Society Tradition ideological Zeitgeists.
==Machinists==
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They are fiercely pro-Progress ideology in the Survival [[Zeitgeist]].
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to.
Icebloods support the Society Reason and Economic Equality ideological Zeitgeists.
==Other factions==
It is known that other communities will exist, such as Merchants and Lords, but it is not known what their advanced factions or ideological positions will be.
7d766a402e6bb5ed55d69bbdb905b0d13c5e83f9
File:Cutthroat Economy.png
6
303
748
2024-04-17T23:56:04Z
Techhead7890
17
Screenshot from game, fair use assumed
wikitext
text/x-wiki
== Summary ==
Screenshot from game, fair use assumed
fd7467e3e4c30954decc69d99ac818d2000550d1
Events
0
163
749
381
2024-04-17T23:56:24Z
Techhead7890
17
cutthroat economy
wikitext
text/x-wiki
{{PAGENAME}} have a lot of events that might or might not happen depending on the conditions. Some events will be triggered by low amounts of {{twi|resources}}, some by the {{twi|factions}} being unhappy about something. Proper management of events is a key to the city survival.
{{Card-half
|title=Too Many Mouths to Feed
|image=Too Many Mouths to Feed.jpg
|target=Too Many Mouths to Feed
}}
{{Card-half
|title=Cutthroat Economy
|image=Cutthroat Economy.png
|target=
}}
1d42c2bd99001b2b347398c78d42183d3c5ffaeb
Community
0
304
750
2024-04-18T00:04:43Z
Techhead7890
17
some basic notes. Kinda hard to fit in between the existing faction and population pages I guess, but negotiating with communities is important
wikitext
text/x-wiki
Each city is a system composed of communities. Communities organise the [[population]] within a city into political groupings.
Communities can be interacted with to give them promises or demands funding. This can be advantageous for the Steward and influence voting in the [[Council]].
Communities are the system by which the [[Demand]]s for most [[resource]]s are connected to the population.
d7388265b6c9dde444c4ec0de385df497959e09e
Housing District
0
211
751
511
2024-04-18T00:07:43Z
Techhead7890
17
/* {{PAGENAME}} Buildings */ add all possible faction alternatives
wikitext
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{{District
|Workforce Construction=200
|Heatstamps Construction=100
|Workforce Requirements=200
|Materials Demand=
|Heat Demand=40
|Output1=Shelter
|Output1 Amount=20
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{quote|Houses and other buildings necessary to provide reliable shelter.|Ingame Description}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the {{twi|Shelter}} {{twi|Resources}}. Can be built anywhere with no unlock requirement.
Building adjacent to {{twi|Food District}} provides the Warmth Sharing benefit, reducing the {{twi|Heat}} demand by 10. Building adjacent to {{twi|Central District}} and other Housing Districts provides the Generator Proximity and Nearby Housing Warmth Sharing benefit, reducing the {{twi|Heat}} demand by 5. Building adjacent to {{twi|Industrial District}} and {{twi|Extraction District}} inflicts the housing with the {{twi|Squalor}} malus.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Dence and Highrise {{PAGENAME}} by adding additional tiles, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 100 {{twi|Heatstamps}} || 20 {{twi|Shelter}} || 0
|-
| Dense {{PAGENAME}} || 50 {{twi|Heatstamps}} || 25 {{twi|Shelter}} || 1
|-
| Highrise {{PAGENAME}} || 50 {{twi|Heatstamps}} || 30 {{twi|Shelter}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level. The following options can be chosen in any combination:
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Research Institute
|image=Research Institute.png
|target=Research Institute
}}
{{Card-half
|title=Teaching Hospital
|image=Teaching Hospital.png
|target=Teaching Hospital
}}
{{Card-half
|title=Hospital
|image=Hospital.png
|target=Hospital
}}
{{Card-half
|title=Recovery Hospital
|image=Recovery Hospital.png
|target=Recovery Hospital
}}
{{Card-half
|title=Dense Housing Block
|image=Dense Housing Block.png
|target=Dense Housing Block
}}
{{Card-half
|title=Housing Block
|image=Housing Block.png
|target=Housing Block
}}
{{Card-half
|title=Subsidised Housing Block
|image=Subsidised Housing Block.png
|target=Subsidised Housing Block
}}
{{Card-half
|title=Surveillance Watchtower
|image=Surveillance Watchtower.png
|target=Surveillance Watchtower
}}
{{Card-half
|title=Watchtower
|image=Watchtower.png
|target=Watchtower
}}
{{Card-half
|title=Patrol Watchtower
|image=Patrol Watchtower.png
|target=Patrol Watchtower
}}
b84be3423abaec6726f94aa63065598ad2eff905
Council
0
127
752
506
2024-04-18T00:14:32Z
Techhead7890
17
/* Mechanics */ quotes
wikitext
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{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
==Description of tabs==
===Survival===
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing [[resources]] such as oil, coal, building materials, and food. The two opposing [[ideologies]] in this section are Adaptation and Progress.
Sections of the law available at the start of the game include Food Additives and Goods, which impact their respective resources.
===Economy===
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, [[heatstamps]], work and labor, and population. The two opposing [[ideologies]] in this section are Equality and Merit.
Sections of the law available at the start of the game include Basic Necessities and Outsiders, which impact [[Heatstamps]] and [[Population]].
===Society===
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing [[ideologies]] in this section are Reason and Tradition.
Sections of the law available at the start of the game include Funerals and Childhood.
===Rule===
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
==Mechanics==
To pass a proposal, 51 votes must be achieved. Votes are based on factions. It is possible to click the council members to see more information about them and their beliefs. Some of the "hesitant" voters will go to each side.
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety quotes may be spoken depending on the success or failure of the proposal:
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
==Survival laws==
===Resources===
====Food Additives====
====Goods====
====Waste Heat Conversion====
===Frostland===
====Scout Training====
====Outpost Organisation====
===Efficiency===
====Worker Shifts====
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
==Economy laws==
==Society laws==
==Rule laws==
==Law notes==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
f1b8691672ee41780efad8d77254edcf59252269
Demand
0
226
753
608
2024-04-18T00:21:41Z
Techhead7890
17
more info
wikitext
text/x-wiki
'''Demand''' is a term used by the game to refer to the [[resource]]s and other supplies which are used to operate [[District]]s. There are two categories: Demand and Requirement.
The main Demands in the game are {{twi|Heat}}, {{twi|Materials}}, {{twi|Food}}, and {{twi|Shelter}}. {{twi|Workforce}} employment requirements are also a Requirement for operating districts.
Demands are fulfilled from active daily/weekly production. Requirements are taken first, and then all other Demands. If this is not possible, resources will be taken from [[stockpile]]s to try and fulfill the remaining balance.
If resources are at a deficit and it is not possible to satisfy all demands, then [[Problem]]s may arise in the city.
19827292915465cf1827208baa42388ebf1434ac
Workforce
0
201
754
620
2024-04-18T00:25:37Z
Techhead7890
17
sickness, district actions
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
'''Workforce''' represents the amount of workers, counting the people in the proportion of the city's [[population]] that are willing to work. At the start, the Workforce percentage is 60% of the population.
Most [[frostbreaking]], [[district]] construction or operation, and district [[building]]s require {{twi|workforce||no}}. If they can't get enough workforce to fulfil the Requirement, then they will not operate. The districts themselves can affect workforce by using the [[district action]] {{twi|Half Shifts}}.
Workforce use can be reduced by adjacency between Industrial and Extraction workers with the "Shared Workers" adjacency bonus. Alternatively if at least three of the district's tiles are within range of an {{twi|Air Transport Hub}}, they will also get a workforce bonus.
The workforce percentage can be changed by labor [[law]]s or [[idea]]s. Harsher labour laws allow a higher Workforce percentage, although this may cause [[tension]] or [[faction]] disapproval. The amount of active workers may also be reduced by sickness from {{twi|Disease}} or injury from overwork, such as the {{twi|Emergency Shifts}} district action.
[[Category: game mechanics]]
42db652fac4f1a84696cb1dff75206cb3f45f5d6
District
0
132
755
510
2024-04-18T00:27:21Z
Techhead7890
17
actions
wikitext
text/x-wiki
Districts are the most basic building mechanic in {{GAMENAME}}. They allow city to function and provide it with the {{twi|resources}}.
Most districts take up multiple [[tile]]s and take {{twi|heatstamps}} to build. Some must be built starting from [[resource]] deposits (eg fertile ground). Districts have adjacency bonuses, for example reducing [[heat]] cost, or adjacency maluses creating problems like {{twi|squalor}}.
Districts can be expanded to produce more resources. Expanded districts can contain [[building]]s as an upgrade of their potential.
Districts can have special actions like Emergency Shifts, or Half Shifts. Buildings can enable actions like Emergency Session or Rush Researchers.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have its own unique and specific role in the city.
{{Card
|header=[[Central District]]
|image=Central District Card.png
|target=Central District
|content=Central District houses Generator and other important City buildings like Council
|footer=<span class="float-right">[[Central District|More info on Central District>]]</span>
}}
{{Card
|header=[[Industrial District]]
|image=Industrial District Card.png
|target=Industrial District
|content=Production of processed goods and other materials.
|footer=<span class="float-right">[[Industrial District|More info on Industrial District>]]</span>
}}
{{Card
|header=[[Logistics District]]
|image=Logistics District Card.png
|target=Logistics District
|content=Enables sending frostland charting expeditions and moving resources between cities and outposts.
|footer=<span class="float-right">[[Logistics District|More info on Logistics District>]]</span>
}}
{{Card
|header=[[Extraction District]]
|image=Extraction District Card.png
|target=Extraction District
|content=Raw Resources extraction. Can be constructed on different types of deposits.
|footer=<span class="float-right">[[Extraction District|More info on Extraction District>]]</span>
}}
{{Card
|header=[[Food District]]
|image=Food District Card.png
|target=Food District
|content=Production of Food to eat.
|footer=<span class="float-right">[[Food District|More info on Food District>]]</span>
}}
{{Card
|header=[[Housing District]]
|image=Housing District Card.png
|target=Housing District
|content=Houses and other buildings necessary to provide reliable shelter.
|footer=<span class="float-right">[[Housing District|More info on Housing District>]]</span>
}}
=={{GAMENAME}} Hub Types==
{{Card-half|title=Air Transport Hub|image=Air Transport Hub District.png|target=Air Transport Hub}}
Reduces workforce costs in a 2-tile radius around it.
0c09f79d446da7e12d36d65777a7d5636e1dd2ac
757
755
2024-04-18T01:16:04Z
Techhead7890
17
disabling the whole district
wikitext
text/x-wiki
Districts are the most basic building mechanic in {{GAMENAME}}. They allow city to function and provide it with the {{twi|resources}}.
Most districts take up multiple [[tile]]s and take {{twi|heatstamps}} to build. Some must be built starting from [[resource]] deposits (eg fertile ground). Districts have adjacency bonuses, for example reducing [[heat]] cost, or adjacency maluses creating problems like {{twi|squalor}}.
Districts can be expanded to produce more resources. Expanded districts can contain [[building]]s as an upgrade of their potential.
Districts can have special actions like Emergency Shifts, or Half Shifts. Buildings can enable actions like Emergency Session or Rush Researchers. The district can be turned off using the "power button" at the bottom of the menu.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have its own unique and specific role in the city.
{{Card
|header=[[Central District]]
|image=Central District Card.png
|target=Central District
|content=Central District houses Generator and other important City buildings like Council
|footer=<span class="float-right">[[Central District|More info on Central District>]]</span>
}}
{{Card
|header=[[Industrial District]]
|image=Industrial District Card.png
|target=Industrial District
|content=Production of processed goods and other materials.
|footer=<span class="float-right">[[Industrial District|More info on Industrial District>]]</span>
}}
{{Card
|header=[[Logistics District]]
|image=Logistics District Card.png
|target=Logistics District
|content=Enables sending frostland charting expeditions and moving resources between cities and outposts.
|footer=<span class="float-right">[[Logistics District|More info on Logistics District>]]</span>
}}
{{Card
|header=[[Extraction District]]
|image=Extraction District Card.png
|target=Extraction District
|content=Raw Resources extraction. Can be constructed on different types of deposits.
|footer=<span class="float-right">[[Extraction District|More info on Extraction District>]]</span>
}}
{{Card
|header=[[Food District]]
|image=Food District Card.png
|target=Food District
|content=Production of Food to eat.
|footer=<span class="float-right">[[Food District|More info on Food District>]]</span>
}}
{{Card
|header=[[Housing District]]
|image=Housing District Card.png
|target=Housing District
|content=Houses and other buildings necessary to provide reliable shelter.
|footer=<span class="float-right">[[Housing District|More info on Housing District>]]</span>
}}
=={{GAMENAME}} Hub Types==
{{Card-half|title=Air Transport Hub|image=Air Transport Hub District.png|target=Air Transport Hub}}
Reduces workforce costs in a 2-tile radius around it.
23f2008c70a83c4966d904e3f14373910c18b802
Generator
0
195
756
583
2024-04-18T00:59:54Z
Techhead7890
17
power hub
wikitext
text/x-wiki
The '''Generator''' in Frostpunk 2 is more abstract than the first game. It is still roughly in the middle of the playable Nation, situated within the {{twi|Central District}}, but its management is now automatic.
The Generator still generates {{twi|Heat}}, and if Heat is not fulfilled, the generator will no longer protect against [[Cold]]. In order to produce heat, the generator can consume {{twi|coal}} or [[oil]] as [[resource]]s, and will automatically scale its input accordingly and automatically.
The Steward can choose to overdrive the generator to improve the fuel to heat ratio. If the overdrive gets too high, a dangerous accident may occur that damages the [[population]].
According to a loading screen tip, all other districts have Power Hubs.
[[Category: game mechanics]]
f02c04c277a9e4afd15433625cb2b1695ecae454
Steward
0
178
758
614
2024-04-18T01:22:24Z
Techhead7890
17
trust
wikitext
text/x-wiki
The player is known as the city '''Steward'''.
The [[population]] has a level of trust with the steward. Actions like long shifts or rushed research deplete trust. The default trust level is tolerated. Trust is increased by popular support from [[faction]]s and communities.
==Speculation==
If the player makes poor decisions, upsetting the [[faction]]s or failing to provide for the [[population]] and citizens, they may form some kind of revolution [[event]] that ends the game.
1a351bec4b27c8cec1a5116dc0c12adf753766ea
File:Tension.png
6
305
761
2024-04-18T04:14:22Z
Techhead7890
17
Placeholder quality using basic upsizing
wikitext
text/x-wiki
== Summary ==
Placeholder quality using basic upsizing
75ab928ba8105652d78b61080a6d35be76decdc2
Template:Resource Uses
10
256
764
629
2024-04-18T04:41:05Z
Techhead7890
17
use -> produce
wikitext
text/x-wiki
<br clear="all">
== Ways to get {{PAGENAME}} ==
Full list of items that produce {{ROOTPAGENAME}} as their Outputs (press Expand).
<div class="mw-collapsible mw-collapsed">
{{#ask: [[Output::{{PAGENAME}}]]
|?Icon#50px;x50px
|?{{PAGENAME}}#
|format=broadtable
|limit=150
|offset=0
|link=all
|sort=
|order=desc
|headers=plain
|searchlabel=... further results
|class=sortable wikitable smwtable
}}
</div>
8274578636a9cc6ffc928f96831ed1acd5c23ba6
Shelter
0
257
765
634
2024-04-18T04:42:23Z
Techhead7890
17
expand on management tip
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|100px|right]]
:"Living space available to your citizens. Increases Cold when lacking."
'''{{PAGENAME}}''' is a [[resource]] mainly provided by {{twi|Housing District|Housing Districts}}. It is a [[Demand]] for the [[population]] provided through the various [[community|communities]].
Shelter's primary purpose is to provide protection against the [[Problem]] of {{twi|Cold}}, and not having enough will cause the Problem to rise rapidly. Shelter can be thought of as slowing down the effect, and allows the Steward to prevent {{twi|Cold||no}} entirely by using {{twi|Heat}} as [[Demand]]ed by Housing Districts, instead of being forced to suffer the effects of {{twi|Cold||no}}. If the {{twi|Heat||no}} Demand of the housing is not fulfilled, Shelter will still be provided. {{twi|Cold||no}} will still rise, but at a lower rate compared to a total lack of {{PAGENAME}}.
A very rough estimate of the shelter requirement is approximately 10 shelter for 1000 [[population]], although this may vary based on [[difficulty]] or other modifiers.
{{Resource Uses}}
[[category: resource]]
798eea2904726a191e17ad2838cc1f86f1f8a7f4
Events
0
163
766
749
2024-04-18T04:48:45Z
Techhead7890
17
mention laws as trigger
wikitext
text/x-wiki
{{PAGENAME}} have a lot of events that might or might not happen depending on the conditions. Some events will be triggered by low amounts of {{twi|resources}}, some in response to [[Council]] laws or lack of them, some by the {{twi|factions}} being unhappy about something. Proper management of events is a key to the city survival.
{{Card-half
|title=Too Many Mouths to Feed
|image=Too Many Mouths to Feed.jpg
|target=Too Many Mouths to Feed
}}
{{Card-half
|title=Cutthroat Economy
|image=Cutthroat Economy.png
|target=
}}
922dba94629559d9de4f9acc9f7af04ace6d4f69
803
766
2024-04-21T05:48:42Z
Stankosh
7
wikitext
text/x-wiki
{{PAGENAME}} have a lot of events that might or might not happen depending on the conditions. Some events will be triggered by low amounts of {{twi|resources}}, some in response to [[Council]] laws or lack of them, some by the {{twi|factions}} being unhappy about something. Proper management of events is a key to the city survival.
{{Card-half
|title=Too Many Mouths to Feed
|image=Too Many Mouths to Feed.jpg
|target=Too Many Mouths to Feed
}}
{{Card-half
|title=Cutthroat Economy
|image=Cutthroat Economy.png
|target=
}}
{{Card-half
|title=Unwanted Destiny
|image=Unwanted Destiny.jpg
|target=Unwanted Destiny
}}
7ead7592b977b2d4f75c831831df5271d22acfb0
Cold
0
289
767
760
2024-04-18T05:00:49Z
Techhead7890
17
fix last line
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} is one of the {{twi|Problem|Problems}} in {{GAMENAME}}. Cold grows if people cannot find access to {{twi|Shelter}} and {{twi|Heat}}, leaving them worse for wear if they are not protected from the frost.
Lacking {{twi|Shelter||no}} can be one of the main reasons for this Problem increasing rapidly. Make sure that enough {{twi|Housing District|Housing Districts}} are built and then for complete protection, make sure that the Districts' [[Demand]]s for {{twi|Heat||no}} are fulfilled to prevent the issue. Another likely cause of increasing Cold can be {{twi|Temperature}} drops and Whiteouts, especially if not enough fuel is stockpiled in the City to meet the surging demand for {{twi|Heat||no}}.
High Cold increases {{twi|Tension}}, increases the {{twi|Disease}} problem, decreases [[Population]] Growth and can cause recurring [[event]]s of citizens Freezing to death. Unlike some of the other problems, there is no building that addresses cold directly; it must be solved by fixing the underlying issues with {{twi|Shelter||no}} and {{twi|Heat||no}}.
eb8f3b75363f4cd913fe540324acbae0889c40c4
Disease
0
292
768
724
2024-04-18T05:10:23Z
Techhead7890
17
reorder paragraphs, misc
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{PAGENAME}} is one of the {{twi|Problem|Problems}} in {{GAMENAME}}.
{{PAGENAME}} is increased by various [[Building]]s, particularly from the Forager [[community]]. It can also rise due to [[Council]] Laws or when there are {{twi|Cold}}, {{twi|Hunger}} or {{twi|Squalor}} problems in the City.
{{PAGENAME}} will mean that some of the {{twi|Workforce}} is Sick. Being unable to work, they become part of the Absent count of the workforce. The number of Sick workers increases proportionally to how high {{PAGENAME}} is currently is. The full number of people in the {{twi|Workforce||no}} will only be available once {{PAGENAME}} has decreased in the City.
{{PAGENAME}} can be decreased by construction of {{twi|Hospital}} buildings and their faction variants {{twi|Teaching Hospital}} and {{twi|Recovery Hospital}}
{{Resource Uses}}
b5564a60fa284d22b51bdea7a5420f2fdd15938a
Idea Tree
0
188
769
739
2024-04-18T05:20:15Z
Techhead7890
17
/* Survival */ add some more of the topics
wikitext
text/x-wiki
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
Ideas are tied to communities. The concept is that the communities are the ones researching these ideas. There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. In turn, each section is broken down into issues or concepts. Each [[Faction]] tends to have different ideas about how to proceed with a concept. Almost every technology has two or more possibilities for research, all of which can be researched, and each possibility corresponding to an existing Faction within the city at the time. Although some technologies may only have one option, or may only be available to one specific Faction. It is common for a Faction to request a specific technology be researched to fulfill a promise made.
To begin researching something, the player must pay a {{twi|Heatstamps}} fee of 50, though more complex technologies can increase that to 100 or more, and sometimes it is completely free due to a Faction unlocking it before the player. When a technology is finished researching, it becomes immediately available for use and expands its branches, like a tree, to many other similarly related research options.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration/[[scouting]]. The two opposing [[Zeitgeist]] in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the [[Logistics Bay]] for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
*{{twi|Sawmill}}
*{{twi|Coal Mine}}
*{{twi|Iron Mine}}
*{{twi|Hothouse}}
*{{twi|Logistics Bay}}
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing Zeitgeist in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
6ffb732789b06b66a3613694a34103c8047f8917
779
769
2024-04-18T12:06:44Z
Stankosh
7
wikitext
text/x-wiki
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
Ideas are tied to communities. The concept is that the communities are the ones researching these ideas. There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. In turn, each section is broken down into issues or concepts. Each [[Faction]] tends to have different ideas about how to proceed with a concept. Almost every technology has two or more possibilities for research, all of which can be researched, and each possibility corresponding to an existing Faction within the city at the time. Although some technologies may only have one option, or may only be available to one specific Faction. It is common for a Faction to request a specific technology be researched to fulfill a promise made.
To begin researching something, the player must pay a {{twi|Heatstamps}} fee of 50, though more complex technologies can increase that to 100 or more, and sometimes it is completely free due to a Faction unlocking it before the player. When a technology is finished researching, it becomes immediately available for use and expands its branches, like a tree, to many other similarly related research options.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration/[[scouting]]. The two opposing [[Zeitgeist]] in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the [[Logistics Bay]] for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
*{{twi|Sawmill}}
*{{twi|Coal Mine}}
**{{twi|Advanced Coal Mines}}
*{{twi|Iron Mine}}
*{{twi|Hothouse}}
*{{twi|Logistics Bay}}
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing Zeitgeist in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
c48ed12ae31211d727942c161433daa24b7f2da9
781
779
2024-04-18T15:15:23Z
Stankosh
7
/* Survival */ added more tech Ideas, structurized them
wikitext
text/x-wiki
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
Ideas are tied to communities. The concept is that the communities are the ones researching these ideas. There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. In turn, each section is broken down into issues or concepts. Each [[Faction]] tends to have different ideas about how to proceed with a concept. Almost every technology has two or more possibilities for research, all of which can be researched, and each possibility corresponding to an existing Faction within the city at the time. Although some technologies may only have one option, or may only be available to one specific Faction. It is common for a Faction to request a specific technology be researched to fulfill a promise made.
To begin researching something, the player must pay a {{twi|Heatstamps}} fee of 50, though more complex technologies can increase that to 100 or more, and sometimes it is completely free due to a Faction unlocking it before the player. When a technology is finished researching, it becomes immediately available for use and expands its branches, like a tree, to many other similarly related research options.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration/[[scouting]]. The two opposing [[Zeitgeist]] in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the [[Logistics Bay]] for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Wood Factories}}
*{{twi|Sawmill}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
**{{twi|Woodworks}}
*{{twi|Coal Mine}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractor
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouse}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Scout Training}}
***{{twi|Scout's Headquarters}}
**{{twi|Railways}}
*Generator Upgrade
**Autonomous Heater
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing Zeitgeist in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
521d31f4d2a7ab3c2f2fc211380c5d867ce6ab40
782
781
2024-04-18T15:27:29Z
Stankosh
7
Added Beta Techs
wikitext
text/x-wiki
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
Ideas are tied to communities. The concept is that the communities are the ones researching these ideas. There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. In turn, each section is broken down into issues or concepts. Each [[Faction]] tends to have different ideas about how to proceed with a concept. Almost every technology has two or more possibilities for research, all of which can be researched, and each possibility corresponding to an existing Faction within the city at the time. Although some technologies may only have one option, or may only be available to one specific Faction. It is common for a Faction to request a specific technology be researched to fulfill a promise made.
To begin researching something, the player must pay a {{twi|Heatstamps}} fee of 50, though more complex technologies can increase that to 100 or more, and sometimes it is completely free due to a Faction unlocking it before the player. When a technology is finished researching, it becomes immediately available for use and expands its branches, like a tree, to many other similarly related research options.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration/[[scouting]]. The two opposing [[Zeitgeist]] in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the [[Logistics Bay]] for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Wood Factories}}
*{{twi|Sawmill}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mine}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractor
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouse}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Scout Training}}
***{{twi|Scout's Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing Zeitgeist in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|relationships}}
***Procreation
da16339f11a089c90f53e776f2f1608cb209b6a3
790
782
2024-04-19T11:31:50Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
Ideas are tied to communities. The concept is that the communities are the ones researching these ideas. There are three sections to the Idea Tree that constitute the three types of research in Frostpunk 2: Survival, Economy, and Society. In turn, each section is broken down into issues or concepts. Each [[Faction]] tends to have different ideas about how to proceed with a concept. Almost every technology has two or more possibilities for research, all of which can be researched, and each possibility corresponding to an existing Faction within the city at the time. Although some technologies may only have one option, or may only be available to one specific Faction. It is common for a Faction to request a specific technology be researched to fulfill a promise made.
To begin researching something, the player must pay a {{twi|Heatstamps}} fee of 50, though more complex technologies can increase that to 100 or more, and sometimes it is completely free due to a Faction unlocking it before the player. When a technology is finished researching, it becomes immediately available for use and expands its branches, like a tree, to many other similarly related research options.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration/[[scouting]]. The two opposing [[Zeitgeist]] in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the [[Logistics Bay]] for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Wood Factories}}
*{{twi|Sawmill}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mine}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractor
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouse}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Scout Training}}
***{{twi|Scout's Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
==Society==
The Society tab concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing Zeitgeist in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|relationships}}
***Procreation
e686f13159cc9a35b903fe15bfd7bcfb94f006c6
User talk:Aramoz
3
306
770
2024-04-18T09:19:37Z
Frostpunk 2 Wiki and Guides
9
Adding [[Template:Welcome|welcome message]] to new user's talk page
wikitext
text/x-wiki
{{Template:Welcome|realName=x x|name=Aramoz}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 09:19, 18 April 2024 (UTC)
9fff2ebbb0dd351bb2a13201af5063c6c474cf5b
Game Mechanics
0
128
771
731
2024-04-18T09:25:12Z
Aramoz
18
wikitext
text/x-wiki
Frostpunk 2 features a variety of Game Mechanics that define the gameplay.
{{Card
|title=[[Scenarios]]
|content=There may be maps or scenarios with varied starting settings or objectives.
}}
{{Card
|title=[[Difficulty]]
|content=Game difficulty affects many aspects of gameplay.
}}
{{Card
|title=[[Factions]]
|target=Factions
|content=The factions will interact with the {{twi|Book_of_Laws|laws}}, and people belonging to the factions will react to the legal situation. Depending on the faction views they may see the situation favorably or become angry and apply pressure to the Steward to make changes. The definition of who each faction includes may be work or ideology related.
}}
{{Card
|title=[[Population]]
|target=
|content=The player's city is inhabited by various workers of many types, and their children. People will immigrate to the city in search of safety and work.
}}
{{Card
|title=[[Frostbreaking]]
|content=Initially, you can only build Districts in a limited area. The wider terrain is covered in frozen-stiff ground, which is impossible to construct upon. To widen the buildable area , you'll neeed to use '''Frostbreakers'''.
}}
{{Card
|title=[[Council]]
|target=
|content=The Council decides upon laws that constitute the city's customs and culture, and are a form of progression in the game that can drastically modify resource use or capabilities, deciding how the scenario will play out.
}}
{{Card
|title=[[Idea Tree]]
|content=A progression system to unlock more technology such as buildings or other features.
}}
{{Card
|title=[[Resources]]
|content= Used to complete actions, help citizens, or build districts.
}}
{{Card
|title=[[Problem]]
|content=Failing to address shortages can create growing problems that deteriorate the city's ability to function.
}}
{{Card
|title=[[Zeitgeist]]
|content=A system that ties together every law and technology into the Faction system.
}}
{{Card
|title=[[Heat]]
|content= There is a [[generator]] at the centre of the city that protects the citizens against the cold.
}}
{{Card
|title=[[Workforce]]
|content=Workforce is the proportion of population that can work. But it may get reduced if people may get sick or injured.
}}
{{Card
|title=[[Events]]
|content=These may be story related or pose challenges to the player.
}}
{{Card
|title=[[Frostland]]
|content=After constructing {{twi|Logistics District}} player will be able to access Frostland. By exploring and exploiting the world outside the City, player can provide people with nearly everything they need.
}}
09508d07d286e82b497ee139a0df86c85153dfe1
772
771
2024-04-18T09:26:43Z
Aramoz
18
wikitext
text/x-wiki
Frostpunk 2 features a variety of Game Mechanics that define the gameplay.
{{Card
|title=[[Scenarios]]
|content=There may be maps or scenarios with varied starting settings or objectives.
}}
{{Card
|header=|image=|target=|tagline=|title=[[Game Difficulty]]
|content=Game difficulty affects many aspects of gameplay.
|footer=}}
{{Card
|title=[[Factions]]
|target=Factions
|content=The factions will interact with the {{twi|Book_of_Laws|laws}}, and people belonging to the factions will react to the legal situation. Depending on the faction views they may see the situation favorably or become angry and apply pressure to the Steward to make changes. The definition of who each faction includes may be work or ideology related.
}}
{{Card
|title=[[Population]]
|target=
|content=The player's city is inhabited by various workers of many types, and their children. People will immigrate to the city in search of safety and work.
}}
{{Card
|title=[[Frostbreaking]]
|content=Initially, you can only build Districts in a limited area. The wider terrain is covered in frozen-stiff ground, which is impossible to construct upon. To widen the buildable area , you'll neeed to use '''Frostbreakers'''.
}}
{{Card
|title=[[Council]]
|target=
|content=The Council decides upon laws that constitute the city's customs and culture, and are a form of progression in the game that can drastically modify resource use or capabilities, deciding how the scenario will play out.
}}
{{Card
|title=[[Idea Tree]]
|content=A progression system to unlock more technology such as buildings or other features.
}}
{{Card
|title=[[Resources]]
|content= Used to complete actions, help citizens, or build districts.
}}
{{Card
|title=[[Problem]]
|content=Failing to address shortages can create growing problems that deteriorate the city's ability to function.
}}
{{Card
|title=[[Zeitgeist]]
|content=A system that ties together every law and technology into the Faction system.
}}
{{Card
|title=[[Heat]]
|content= There is a [[generator]] at the centre of the city that protects the citizens against the cold.
}}
{{Card
|title=[[Workforce]]
|content=Workforce is the proportion of population that can work. But it may get reduced if people may get sick or injured.
}}
{{Card
|title=[[Events]]
|content=These may be story related or pose challenges to the player.
}}
{{Card
|title=[[Frostland]]
|content=After constructing {{twi|Logistics District}} player will be able to access Frostland. By exploring and exploiting the world outside the City, player can provide people with nearly everything they need.
}}
682ebbf47b6355fa8b0ccc94fe72585696f7a843
Game Difficulty
0
307
773
2024-04-18T09:45:48Z
Aramoz
18
Created Page For Game Difficulty
wikitext
text/x-wiki
The Game difficulty can be selected at the beginning of the scenario.
==Changes to Gameplay==
===Starting Resources===
===Districts and Buildings===
===Crime===
===Heat===
13a4700f077a5fba7927c0481f515bcb88ca5c42
Frostbreaking
0
198
774
479
2024-04-18T09:54:23Z
Aramoz
18
Added details of costs
wikitext
text/x-wiki
This is the mechanic used to clear hexagonal tiles so that [[district]]s can be placed.
Usually 8 [[Tile]]s must be chosen to frostbreak at a time, indicated by the octagonal divisions near the mouse cursor. If 8 Tiles cannot be chosen because the aren't any more connecting tiles (in case of "Islands"), Frostbreaking will still cost full price and time. It costs about 40 [[heatstamp]]s and reserves 300 workforce for 2 weeks.
[[Resource]] deposits under the ice will be highlighted, but pressing ALT key will make these deposits even easier to see. These are useful because they are required for certain [[districts]].
52ae41ec91585ff7a02da33059b3e656049f72eb
Tile
0
308
775
2024-04-18T09:59:16Z
Aramoz
18
Started the Page
wikitext
text/x-wiki
The [[City]] is divied into hexagons called tiles. Each Tile has the same size. Some Tiles have [[Resources]].
8e5b9db210e9dfcd65cbe9c8f9e79e18ade1da14
District
0
132
776
757
2024-04-18T10:00:20Z
Aramoz
18
capatilised Tile
wikitext
text/x-wiki
Districts are the most basic building mechanic in {{GAMENAME}}. They allow city to function and provide it with the {{twi|resources}}.
Most districts take up multiple [[Tile]]s and take {{twi|heatstamps}} to build. Some must be built starting from [[resource]] deposits (eg fertile ground). Districts have adjacency bonuses, for example reducing [[heat]] cost, or adjacency maluses creating problems like {{twi|squalor}}.
Districts can be expanded to produce more resources. Expanded districts can contain [[building]]s as an upgrade of their potential.
Districts can have special actions like Emergency Shifts, or Half Shifts. Buildings can enable actions like Emergency Session or Rush Researchers. The district can be turned off using the "power button" at the bottom of the menu.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have its own unique and specific role in the city.
{{Card
|header=[[Central District]]
|image=Central District Card.png
|target=Central District
|content=Central District houses Generator and other important City buildings like Council
|footer=<span class="float-right">[[Central District|More info on Central District>]]</span>
}}
{{Card
|header=[[Industrial District]]
|image=Industrial District Card.png
|target=Industrial District
|content=Production of processed goods and other materials.
|footer=<span class="float-right">[[Industrial District|More info on Industrial District>]]</span>
}}
{{Card
|header=[[Logistics District]]
|image=Logistics District Card.png
|target=Logistics District
|content=Enables sending frostland charting expeditions and moving resources between cities and outposts.
|footer=<span class="float-right">[[Logistics District|More info on Logistics District>]]</span>
}}
{{Card
|header=[[Extraction District]]
|image=Extraction District Card.png
|target=Extraction District
|content=Raw Resources extraction. Can be constructed on different types of deposits.
|footer=<span class="float-right">[[Extraction District|More info on Extraction District>]]</span>
}}
{{Card
|header=[[Food District]]
|image=Food District Card.png
|target=Food District
|content=Production of Food to eat.
|footer=<span class="float-right">[[Food District|More info on Food District>]]</span>
}}
{{Card
|header=[[Housing District]]
|image=Housing District Card.png
|target=Housing District
|content=Houses and other buildings necessary to provide reliable shelter.
|footer=<span class="float-right">[[Housing District|More info on Housing District>]]</span>
}}
=={{GAMENAME}} Hub Types==
{{Card-half|title=Air Transport Hub|image=Air Transport Hub District.png|target=Air Transport Hub}}
Reduces workforce costs in a 2-tile radius around it.
dd03130a75f3f4db95e4bcd518b9d030aa88d9ce
780
776
2024-04-18T12:07:48Z
Stankosh
7
wikitext
text/x-wiki
Districts are the most basic building mechanic in {{GAMENAME}}. They allow city to function and provide it with the {{twi|resources}}.
Most districts take up multiple [[Tile]]s and take {{twi|heatstamps}} to build. Some must be built starting from [[resource]] deposits (eg fertile ground). Districts have adjacency bonuses, for example reducing [[heat]] cost, or adjacency maluses creating problems like {{twi|squalor}}.
Districts can be expanded to produce more resources. Expanded districts can contain [[building]]s as an upgrade of their potential.
Districts can have special actions like Emergency Shifts, or Half Shifts. Buildings can enable actions like Emergency Session or Rush Researchers. The district can be turned off using the "power button" at the bottom of the menu.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have its own unique and specific role in the city.
{{Card
|header=[[Central District]]
|image=Central District Card.png
|target=Central District
|content=Central District houses Generator and other important City buildings like Council
|footer=<span class="float-right">[[Central District|More info on Central District>]]</span>
}}
{{Card
|header=[[Industrial District]]
|image=Industrial District Card.png
|target=Industrial District
|content=Production of processed goods and other materials.
|footer=<span class="float-right">[[Industrial District|More info on Industrial District>]]</span>
}}
{{Card
|header=[[Logistics District]]
|image=Logistics District Card.png
|target=Logistics District
|content=Enables sending frostland charting expeditions and moving resources between cities and outposts.
|footer=<span class="float-right">[[Logistics District|More info on Logistics District>]]</span>
}}
{{Card
|header=[[Extraction District]]
|image=Extraction District Card.png
|target=Extraction District
|content=Raw Resources extraction. Can be constructed on different types of deposits.
|footer=<span class="float-right">[[Extraction District|More info on Extraction District>]]</span>
}}
{{Card
|header=[[Food District]]
|image=Food District Card.png
|target=Food District
|content=Production of Food to eat.
|footer=<span class="float-right">[[Food District|More info on Food District>]]</span>
}}
{{Card
|header=[[Housing District]]
|image=Housing District Card.png
|target=Housing District
|content=Houses and other buildings necessary to provide reliable shelter.
|footer=<span class="float-right">[[Housing District|More info on Housing District>]]</span>
}}
=={{GAMENAME}} Hub Types==
{{Card-half|title=Air Transport Hub|image=Air Transport Hub District.png|target=Air Transport Hub}}
Reduces workforce costs in a 2-tile radius around it.
b9752063dbe47091ff7066d2a383d8888b5eb1f4
Main Page
0
112
777
737
2024-04-18T10:09:39Z
Aramoz
18
/* How to edit and add to {{GAMENAME}} Wiki */
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| Description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events etc.
}}
{{Quote|Frostpunk 2 Wiki is a place where Guides meet the Wiki content, making it the best source of info on the game where anyone can contribute to make it better.}}
{{Recent News}}
{{Card
|title=[[Districts|Districts and Buildings]]
|target=Districts|content=List of {{GAMENAME}} Districts and their description, as well as Buildings.
|image=Districts Card.png
}}
{{Card
|title=[[Council]]
|target=Council|content={{GAMENAME}} Council and Laws.
|image=Council Card.png
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
|image=Generator Card.jpg
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
|image=Resources Card.jpg
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
|image=Events Card.jpg
}}
{{Card
|title=[[Idea Tree]]
|target=Idea Tree|content=List of {{GAMENAME}} Research Technologies and everything you want to know about them
|image=Technology Tree Card.jpg
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
|image=Game Mechanics Card.jpg
}}
{{Card
|title=[[Lore]]
|target=Lore|content={{GAMENAME}} Lore, story and world information
|image=Lore Card.jpg
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
|image=Text Guides Card.png
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
|image=Video Guides Card.png
}}
==<center>About {{GAMENAME}} Wiki</center>==
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community. In order to maintain uniformity please checkout the [[Editing Guideline]].
7089c24259dc3ab9af91a75388cf78141627bb0b
Editing Guideline
0
309
778
2024-04-18T10:27:23Z
Aramoz
18
Tryin to establish a uniform wiki through guidelines
wikitext
text/x-wiki
This is a quick guideline to ensure uniformaty throughout the Frostpunk wikis. It will be helpfull, if the Frostpunk Wiki and the Frostpunk 2 wiki have the same structure.
==Creating a Site==
The Title should be in singular not plural form and capitilised. Try to use stick to vocabulary given by the game.
==Links==
Linking your page to others and having links to your page will help. Try to link to existing pages, the first time you
Capatilise Links to internal Websites:
Building [[Extraction District|Extraction Districts]] ... not: Building [[Extraction District|extraction districts]]
b62d79ab6fa2348aefa067b0eeeb70b614dbe8e2
Template:Law
10
310
783
2024-04-18T17:05:43Z
Stankosh
7
Created page with "{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;" |- ! colspan="2" style="background-color: #303030; color: #FFFFF..."
wikitext
text/x-wiki
{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]] {{#set:Type=Law}}
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Law info
|-
{{#if: {{{Zeitgeist|}}}||{{!}}-}} | [[Zeitgeist]] || [[{{#show:{{{Zeitgeist}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Zeitgeist}}}|24px|class=mr-35]] [[{{{Zeitgeist|N/A}}}]] {{#set:Zeitgeist={{{Zeitgeist|N/A}}}}}
|-
{{#if: {{{Idea Required|}}}||{{!}}-}} | [[Idea Required]] || [[{{#show:{{{Idea Required}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Required}}}|24px|class=mr-35]] [[{{{Idea Required|N/A}}}]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Modifiers
|-
{{#if: {{{Output1|}}}||{{!}}-}} | [[{{#show:{{{Output1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output1}}}|24px|class=mr-35]] [[Output::{{{Output1}}} | {{{Output1}}}]] || {{{Output1 Amount|N/A}}} {{#set:{{{Output1}}}={{{Output1 Amount}}}}}
|-
{{#if: {{{Output2|}}}||{{!}}-}} | [[{{#show:{{{Output2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output2}}}|24px|class=mr-35]] [[Output::{{{Output2}}} | {{{Output2}}}]] || {{{Output2 Amount|N/A}}} {{#set:{{{Output2}}}={{{Output2 Amount}}}}}
|-
{{#if: {{{Output3|}}}||{{!}}-}} | [[{{#show:{{{Output3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output3}}}|24px|class=mr-35]] [[Output::{{{Output3}}} | {{{Output3}}}]] || {{{Output3 Amount|N/A}}} {{#set:{{{Output3}}}={{{Output3 Amount}}}}}
|-
{{#if: {{{Output4|}}}||{{!}}-}} | [[{{#show:{{{Output4}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output4}}}|24px|class=mr-35]] [[Output::{{{Output4}}} | {{{Output4}}}]] || {{{Output4 Amount|N/A}}} {{#set:{{{Output4}}}={{{Output4 Amount}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Communities and Factions Support
|-
{{#if: {{{Support1|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Support1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Support1}}}|24px|class=mr-35]] [[{{{Support1|N/A}}}]]
|-
{{#if: {{{Support2|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Support2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Support2}}}|24px|class=mr-35]] [[{{{Support2|N/A}}}]]
|-
{{#if: {{{Support3|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Support3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Support3}}}|24px|class=mr-35]] [[{{{Support3|N/A}}}]]
|-
{{#if: {{{Support4|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Support4}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Support4}}}|24px|class=mr-35]] [[{{{Support4|N/A}}}]]
|}
f566ae0c3691c2287cdc336a710a72deb04cc20f
786
783
2024-04-18T17:17:49Z
Stankosh
7
wikitext
text/x-wiki
{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]] {{#set:Type=Law}}
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.jpg}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Law info
|-
{{#if: {{{Zeitgeist|}}}||{{!}}-}} | [[Zeitgeist]] || [[{{#show:{{{Zeitgeist}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Zeitgeist}}}|24px|class=mr-35]] [[{{{Zeitgeist|N/A}}}]] {{#set:Zeitgeist={{{Zeitgeist|N/A}}}}}
|-
{{#if: {{{Idea Required|}}}||{{!}}-}} | [[Idea Required]] || [[{{#show:{{{Idea Required}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Required}}}|24px|class=mr-35]] [[{{{Idea Required|N/A}}}]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Modifiers
|-
{{#if: {{{Output1|}}}||{{!}}-}} | [[{{#show:{{{Output1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output1}}}|24px|class=mr-35]] [[Output::{{{Output1}}} | {{{Output1}}}]] || {{{Output1 Amount|N/A}}} {{#set:{{{Output1}}}={{{Output1 Amount}}}}}
|-
{{#if: {{{Output2|}}}||{{!}}-}} | [[{{#show:{{{Output2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output2}}}|24px|class=mr-35]] [[Output::{{{Output2}}} | {{{Output2}}}]] || {{{Output2 Amount|N/A}}} {{#set:{{{Output2}}}={{{Output2 Amount}}}}}
|-
{{#if: {{{Output3|}}}||{{!}}-}} | [[{{#show:{{{Output3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output3}}}|24px|class=mr-35]] [[Output::{{{Output3}}} | {{{Output3}}}]] || {{{Output3 Amount|N/A}}} {{#set:{{{Output3}}}={{{Output3 Amount}}}}}
|-
{{#if: {{{Output4|}}}||{{!}}-}} | [[{{#show:{{{Output4}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output4}}}|24px|class=mr-35]] [[Output::{{{Output4}}} | {{{Output4}}}]] || {{{Output4 Amount|N/A}}} {{#set:{{{Output4}}}={{{Output4 Amount}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Communities and Factions Support
|-
{{#if: {{{Support1|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Support1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Support1}}}|24px|class=mr-35]] [[{{{Support1|N/A}}}]]
|-
{{#if: {{{Support2|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Support2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Support2}}}|24px|class=mr-35]] [[{{{Support2|N/A}}}]]
|-
{{#if: {{{Support3|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Support3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Support3}}}|24px|class=mr-35]] [[{{{Support3|N/A}}}]]
|-
{{#if: {{{Support4|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Support4}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Support4}}}|24px|class=mr-35]] [[{{{Support4|N/A}}}]]
|}
3ceffde7abf1d99e55e2cde9e600135432ed9dad
Weather-Adjusted Shifts
0
193
784
460
2024-04-18T17:12:48Z
Stankosh
7
wikitext
text/x-wiki
{{Law
|Zeitgeist=Adaptation
|Idea Required=Worker Shifts
|Output1=Heat Demand
|Output1 Value=Slightly Decreased
|Output2=Disease
|Output2 Value=Slightly Decreased
|Output3=Resource Production Efficiency
|Output3 Value=Slightly Decreased
|Support1=Foragers
|Support2=Icebloods
}}
{{quote|To protect worker health, workplaces must adapt working hours to the weather conditions.|Ingame description}}
{{PAGENAME}} is an {{twi|Adaptation}} {{twi|Council#Worker Shifts|Survival Law}} that will improve working conditions at a cost of lower production efficiency.
Research Required: {{twi|Worker Shifts}}
Heat demand will be lowered by 5%
It will lower the final output of the production districts and buildings by 10%
c98d11852411070d7c1cbf51c1b0eb6a41079d34
785
784
2024-04-18T17:13:25Z
Stankosh
7
wikitext
text/x-wiki
{{Law
|Zeitgeist=Adaptation
|Idea Required=Worker Shifts
|Output1=Heat Demand
|Output1 Amount=Slightly Decreased
|Output2=Disease
|Output2 Amount=Slightly Decreased
|Output3=Resource Production Efficiency
|Output3 Amount=Slightly Decreased
|Support1=Foragers
|Support2=Icebloods
}}
{{quote|To protect worker health, workplaces must adapt working hours to the weather conditions.|Ingame description}}
{{PAGENAME}} is an {{twi|Adaptation}} {{twi|Council#Worker Shifts|Survival Law}} that will improve working conditions at a cost of lower production efficiency.
Research Required: {{twi|Worker Shifts}}
Heat demand will be lowered by 5%
It will lower the final output of the production districts and buildings by 10%
6fbc832bb8505e022cc9901d2b4a1399de37b6b9
788
785
2024-04-18T17:32:45Z
Stankosh
7
wikitext
text/x-wiki
{{Law
|Zeitgeist=Adaptation
|Idea Required=Worker Shifts
|Output1=Heat Demand
|Output1 Amount=Slightly Decreased
|Output2=Disease
|Output2 Amount=Slightly Decreased
|Output3=Resource Production Efficiency
|Output3 Amount=Slightly Decreased
|Support1=Foragers
|Support2=Icebloods
}}
{{quote|To protect worker health, workplaces must adapt working hours to the weather conditions.|Ingame description}}
{{PAGENAME}} is a {{twi|Council#Worker Shifts|Survival Law}} that will improve working conditions at a cost of lower production efficiency.
{{twi|Heat}} demand in the City will be lowered by 5%.
It will lower the final output of the production districts and buildings by 10%.
When trying to pass the law Foragers and Icebloods will most likely to vote for it, while Machinists and Technocrats will vote against it.
1e09fad08edc332a2986275e5160a0cd06c8fce8
File:Weather-Adjusted Shifts.jpg
6
311
787
2024-04-18T17:18:01Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Idea Tree Icon.png
6
312
789
2024-04-19T11:30:49Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Frostland
0
296
792
733
2024-04-19T18:13:22Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
Frostland is a vast world outside of the City in {{GAMENAME}} full of dangers and riches. Player can explore and exploit its reaches to get different {{twi|Resources}}, make Outposts and Colonies to provide the City with nearly everything its people need.
In order to access {{PAGENAME}} player will need to construct {{twi|Logistics District}} at the edge of the City map on the Old Waystation. {{twi|Logistics District}} will provide {{twi|Frostland Teams}} that are being used to explore different nodes on {{PAGENAME}} map.
=={{PAGENAME}} Exploration==
Exploration is a unique {{twi|Game Mechanics}} in {{GAMENAME}}.
There are multiple Territories on the {{PAGENAME}} map. You can select them by clicking on their names and read its description, which may hint on the resources that might be found. To explore a Teritory you need to allocate a certain number of {{twi|Frostland Teams}}, which are sourced from the {{twi|Logistics District}} and its Buildings.
The number of {{twi|Frostland Teams}} required on the difficulty of the Territory and range from 10 to 40 for the early game areas.<br>
Icons next to the territory means that the territory is more challenging and requires more {{twi|Frostland Teams}}.
The Cost and exploration time can be reduced by researching alternative exploration methods in the {{twi|Idea Tree}}.
Once a Territory is explored player can have variety of outcomes: different {{twi|Resources}} that can be brought back to the City, Harvesting Areas, Outposts or {{twi|Lore}} information.
=={{PAGENAME}} Region Maps==
Each Region have its own unique map with its features and map layout. The map region is fixed, so every run in the specific region will have the same map, with same Territories, rewards and Landmarks.
===Windswept Peaks===
{{Quote|Sheltered between mountain ranges in a small valley, this place was judged well-protected from the elements, with relatively easy access to key resources.}}
It features a lot of Mountain Territories and rocky terrain, that requires complex routing of {{twi|Path}} and {{twi|Railroad}}.
Link to a [[:File:Windswept Peaks Map.png|Windswept Peaks Map]]. Careful, the file is pretty big.
=={{PAGENAME}} Harvesting Areas==
Upon exploring a Territory might reveal a Harvesting Area. Harvesting Areas can be found everywhere around the Frostland. They are an alternative source of {{twi|Food}}.
Contrary to Outposts, Harvesting Areas don't need to be connected to the City by a {{twi|Trail}} or {{twi|Railroad}}, they just need {{twi|Frostland Teams}} to operate them to start providing {{twi|Food}}.
You can research {{twi|Harvester Hangars}} to increase the amount of {{twi|Food}} provided by Harvesting Areas.
=={{PAGENAME}} Outposts==
Outposts can be discovered in {{PAGENAME}} and act as a source of {{twi|Coal}}, {{twi|Materials}} or {{twi|Oil}}.
To get an Outpost running, you must first connect an Outpost site by a {{twi|Trail}}. Trail have to be connected to the one of the City's entry points, where {{twi|Logistics District}} is built. You can then construct it and begin extracting resources.
Its possible to increase the efficiency of an Outpost by connecting it using {{twi|Railroads}} instead of {{twi|Trail}}.
But be wary, Outposts will eventually run out of resources.
7c8606a94ff6b7660ed72e988f8f687e6a0bc71d
793
792
2024-04-19T18:22:10Z
Stankosh
7
/* Windswept Peaks */
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
Frostland is a vast world outside of the City in {{GAMENAME}} full of dangers and riches. Player can explore and exploit its reaches to get different {{twi|Resources}}, make Outposts and Colonies to provide the City with nearly everything its people need.
In order to access {{PAGENAME}} player will need to construct {{twi|Logistics District}} at the edge of the City map on the Old Waystation. {{twi|Logistics District}} will provide {{twi|Frostland Teams}} that are being used to explore different nodes on {{PAGENAME}} map.
=={{PAGENAME}} Exploration==
Exploration is a unique {{twi|Game Mechanics}} in {{GAMENAME}}.
There are multiple Territories on the {{PAGENAME}} map. You can select them by clicking on their names and read its description, which may hint on the resources that might be found. To explore a Teritory you need to allocate a certain number of {{twi|Frostland Teams}}, which are sourced from the {{twi|Logistics District}} and its Buildings.
The number of {{twi|Frostland Teams}} required on the difficulty of the Territory and range from 10 to 40 for the early game areas.<br>
Icons next to the territory means that the territory is more challenging and requires more {{twi|Frostland Teams}}.
The Cost and exploration time can be reduced by researching alternative exploration methods in the {{twi|Idea Tree}}.
Once a Territory is explored player can have variety of outcomes: different {{twi|Resources}} that can be brought back to the City, Harvesting Areas, Outposts or {{twi|Lore}} information.
=={{PAGENAME}} Region Maps==
Each Region have its own unique map with its features and map layout. The map region is fixed, so every run in the specific region will have the same map, with same Territories, rewards and Landmarks.
===Windswept Peaks===
{{Quote|Sheltered between mountain ranges in a small valley, this place was judged well-protected from the elements, with relatively easy access to key resources.}}
It features a lot of Mountain Territories and rocky terrain, that requires complex routing of {{twi|Trail}} and {{twi|Railroad}}.
Link to a [[:File:Windswept Peaks Map.png|Windswept Peaks Map]]. Careful, the file is pretty big.
=={{PAGENAME}} Harvesting Areas==
Upon exploring a Territory might reveal a Harvesting Area. Harvesting Areas can be found everywhere around the Frostland. They are an alternative source of {{twi|Food}}.
Contrary to Outposts, Harvesting Areas don't need to be connected to the City by a {{twi|Trail}} or {{twi|Railroad}}, they just need {{twi|Frostland Teams}} to operate them to start providing {{twi|Food}}.
You can research {{twi|Harvester Hangars}} to increase the amount of {{twi|Food}} provided by Harvesting Areas.
=={{PAGENAME}} Outposts==
Outposts can be discovered in {{PAGENAME}} and act as a source of {{twi|Coal}}, {{twi|Materials}} or {{twi|Oil}}.
To get an Outpost running, you must first connect an Outpost site by a {{twi|Trail}}. Trail have to be connected to the one of the City's entry points, where {{twi|Logistics District}} is built. You can then construct it and begin extracting resources.
Its possible to increase the efficiency of an Outpost by connecting it using {{twi|Railroads}} instead of {{twi|Trail}}.
But be wary, Outposts will eventually run out of resources.
d7bf6af8782eaa72d497910f3bb2b477003e8ff8
797
793
2024-04-20T09:50:58Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
Frostland is a vast world outside of the City in {{GAMENAME}} full of dangers and riches. Player can explore and exploit its reaches to get different {{twi|Resources}}, make Outposts and Colonies to provide the City with nearly everything its people need.
In order to access {{PAGENAME}} player will need to construct {{twi|Logistics District}} at the edge of the City map on the Old Waystation. {{twi|Logistics District}} will provide {{twi|Frostland Teams}} that are being used to explore different nodes on {{PAGENAME}} map.
=={{PAGENAME}} Exploration==
Exploration is a unique {{twi|Game Mechanics}} in {{GAMENAME}}.
There are multiple Territories on the {{PAGENAME}} map. You can select them by clicking on their names and read its description, which may hint on the resources that might be found. To explore a Teritory you need to allocate a certain number of {{twi|Frostland Teams}}, which are sourced from the {{twi|Logistics District}} and its Buildings.
The number of {{twi|Frostland Teams}} required on the difficulty of the Territory and range from 10 to 40 for the early game areas.<br>
Icons next to the territory means that the territory is more challenging and requires more {{twi|Frostland Teams}}.
The Cost and exploration time can be reduced by researching alternative exploration methods in the {{twi|Idea Tree}}.
Once a Territory is explored player can have variety of outcomes: different {{twi|Resources}} that can be brought back to the City, Harvesting Areas, Outposts or {{twi|Lore}} information.
=={{PAGENAME}} Region Maps==
Each Region have its own unique map with its features and map layout. Maps have a mix of procedurally generated content and some fixed Territories, like Coal Camps and Oil Deposits. In any case exploration patterns will be similar in the same Region.
===Windswept Peaks===
[[File:Windswept Peaks Map.png|240px|thumb|Frostpunk 2 Windswept Peaks Full Map Example]]
{{Quote|Sheltered between mountain ranges in a small valley, this place was judged well-protected from the elements, with relatively easy access to key resources.}}
It features a lot of Mountain Territories and rocky terrain, that requires complex routing of {{twi|Trail}} and {{twi|Railroad}}.
{{Whiteouts}} come from the bottom left corner of the map most of the time and go through the city location.
=={{PAGENAME}} Harvesting Areas==
Upon exploring a Territory might reveal a Harvesting Area. Harvesting Areas can be found everywhere around the Frostland. They are an alternative source of {{twi|Food}}.
Contrary to Outposts, Harvesting Areas don't need to be connected to the City by a {{twi|Trail}} or {{twi|Railroad}}, they just need {{twi|Frostland Teams}} to operate them to start providing {{twi|Food}}.
You can research {{twi|Harvester Hangars}} to increase the amount of {{twi|Food}} provided by Harvesting Areas.
=={{PAGENAME}} Outposts==
Outposts can be discovered in {{PAGENAME}} and act as a source of {{twi|Coal}}, {{twi|Materials}} or {{twi|Oil}}.
To get an Outpost running, you must first connect an Outpost site by a {{twi|Trail}}. Trail have to be connected to the one of the City's entry points, where {{twi|Logistics District}} is built. You can then construct it and begin extracting resources.
Its possible to increase the efficiency of an Outpost by connecting it using {{twi|Railroads}} instead of {{twi|Trail}}.
But be wary, Outposts will eventually run out of resources.
8a9a471013bb2ca2dff7fdca54bcd748a6f921e0
798
797
2024-04-20T09:58:32Z
Stankosh
7
/* Windswept Peaks */
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
Frostland is a vast world outside of the City in {{GAMENAME}} full of dangers and riches. Player can explore and exploit its reaches to get different {{twi|Resources}}, make Outposts and Colonies to provide the City with nearly everything its people need.
In order to access {{PAGENAME}} player will need to construct {{twi|Logistics District}} at the edge of the City map on the Old Waystation. {{twi|Logistics District}} will provide {{twi|Frostland Teams}} that are being used to explore different nodes on {{PAGENAME}} map.
=={{PAGENAME}} Exploration==
Exploration is a unique {{twi|Game Mechanics}} in {{GAMENAME}}.
There are multiple Territories on the {{PAGENAME}} map. You can select them by clicking on their names and read its description, which may hint on the resources that might be found. To explore a Teritory you need to allocate a certain number of {{twi|Frostland Teams}}, which are sourced from the {{twi|Logistics District}} and its Buildings.
The number of {{twi|Frostland Teams}} required on the difficulty of the Territory and range from 10 to 40 for the early game areas.<br>
Icons next to the territory means that the territory is more challenging and requires more {{twi|Frostland Teams}}.
The Cost and exploration time can be reduced by researching alternative exploration methods in the {{twi|Idea Tree}}.
Once a Territory is explored player can have variety of outcomes: different {{twi|Resources}} that can be brought back to the City, Harvesting Areas, Outposts or {{twi|Lore}} information.
=={{PAGENAME}} Region Maps==
Each Region have its own unique map with its features and map layout. Maps have a mix of procedurally generated content and some fixed Territories, like Coal Camps and Oil Deposits. In any case exploration patterns will be similar in the same Region.
===Windswept Peaks===
[[File:Windswept Peaks Map.png|240px|thumb|Frostpunk 2 Windswept Peaks Full Map Example]]
{{Quote|Sheltered between mountain ranges in a small valley, this place was judged well-protected from the elements, with relatively easy access to key resources.}}
It features a lot of Mountain Territories and rocky terrain, that requires complex routing of {{twi|Trail}} and {{twi|Railroad}}.
{{twi|Whiteout|Whiteouts}} come from the bottom left corner of the map most of the time and go through the city location.
=={{PAGENAME}} Harvesting Areas==
Upon exploring a Territory might reveal a Harvesting Area. Harvesting Areas can be found everywhere around the Frostland. They are an alternative source of {{twi|Food}}.
Contrary to Outposts, Harvesting Areas don't need to be connected to the City by a {{twi|Trail}} or {{twi|Railroad}}, they just need {{twi|Frostland Teams}} to operate them to start providing {{twi|Food}}.
You can research {{twi|Harvester Hangars}} to increase the amount of {{twi|Food}} provided by Harvesting Areas.
=={{PAGENAME}} Outposts==
Outposts can be discovered in {{PAGENAME}} and act as a source of {{twi|Coal}}, {{twi|Materials}} or {{twi|Oil}}.
To get an Outpost running, you must first connect an Outpost site by a {{twi|Trail}}. Trail have to be connected to the one of the City's entry points, where {{twi|Logistics District}} is built. You can then construct it and begin extracting resources.
Its possible to increase the efficiency of an Outpost by connecting it using {{twi|Railroads}} instead of {{twi|Trail}}.
But be wary, Outposts will eventually run out of resources.
7c6fbde0fe94379c8dee4a8706b382216d533ace
User talk:Mimilo
3
314
794
2024-04-19T20:34:11Z
Frostpunk 2 Wiki and Guides
9
Adding [[Template:Welcome|welcome message]] to new user's talk page
wikitext
text/x-wiki
{{Template:Welcome|realName=x x|name=Mimilo}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 20:34, 19 April 2024 (UTC)
77c1dd7c30022b7910ad723677ceeb517f9d133d
File:Windswept Peaks Map.png
6
316
796
2024-04-20T09:44:37Z
Stankosh
7
Frostpunk 2 Windswept Peaks Full Map Example in High Resolution
wikitext
text/x-wiki
== Summary ==
Frostpunk 2 Windswept Peaks Full Map Example in High Resolution
d5a0708124f57b4975ccdacd9fdc10aee4339758
Temperature
0
227
799
549
2024-04-20T10:11:18Z
Stankosh
7
Added Whiteout information
wikitext
text/x-wiki
'''Temperature''' is a gameplay concept that interacts with the weather. Lower temperature increases the {{twi|Heat}} demands of the city.
Temperature changes can be viewed in the top right of the game window. Typically, -20 is the standard temperature. Temperature changes tend to occur in batches of 20 [[week]]s.
==Whiteout==
From time-to-time Whiteout will come to the {{twi|Frostland}} Region and will move towards the player City. Whiteouts are dangerous weather anomalies.
Unlike the temperature changes that affect the entire frostland, Whiteouts move with the winds and only affect location directly below them. Whiteouts make Outposts inoperable (disabling them), and Territories unexplorable.
Moreover, Whiteouts bring various hazards that will severely affect different aspects of the City's economy that last as long as the storm is over the City. They can affect your {{twi|Food}} and {{twi|Materials}}, increase Demand of various {{twi|Resources}}, or decrease Temperature even more.
All the expedition that will happen to be on a Whiteout's way will be cancelled, doesn't matter if it's an ongoing Territory exploration or a group of explorers heading over the map.
It's advised to always be prepared for Whiteouts, as they can affect your City to a degree from which it will be very difficult to recover.
[[Category: Game mechanics]]
6c4f273e7011efa97225a8dd5c6e0188f5127321
800
799
2024-04-20T10:19:41Z
Stankosh
7
Expanded Temperature Section.
wikitext
text/x-wiki
'''Temperature''' is a gameplay concept that interacts with the weather. Lower temperature increases the {{twi|Heat}} demands of the city.
Temperature changes can be viewed in the top right of the game window. Typically, -20 is the standard temperature. Temperature changes tend to occur in batches of 20 [[week]]s.
==Getting Ready for {{PAGENAME}} Changes==
To be ready for Temperature changes, keep an eye on the Weather Timeline located in the top=-right of your screen.
Temperature changes are represented by thermometer icons. When hovering over them, they show whn (in Week timestamps) the change will happen:
*When Temperature drops, {{twi|Heat}} Demand increases in {{twi|Districts}} that demand Heat.
*When Temperature rises, {{twi|Heat}} Demand decreases in {{twi|Districts}} that demand Heat.
Stockpile Fuel (like {{twi|Coal}} or {{twi|oil}}) in {{twi|Depot|Depots}} to be ready for temperature changes. Otherwise the {{twi|Cold}} may increase {{twi|Disease}} and eventually lead to deaths among your citizens.
Besides the Temperature changes, be aware of Whiteouts. Those are weather anomalies that introduce severe and punishing conditions. They are represented by wind icons on the Weather Timeline.
==Whiteout==
From time-to-time Whiteout will come to the {{twi|Frostland}} Region and will move towards the player City. Whiteouts are dangerous weather anomalies.
Unlike the temperature changes that affect the entire frostland, Whiteouts move with the winds and only affect location directly below them. Whiteouts make Outposts inoperable (disabling them), and Territories unexplorable.
Moreover, Whiteouts bring various hazards that will severely affect different aspects of the City's economy that last as long as the storm is over the City. They can affect your {{twi|Food}} and {{twi|Materials}}, increase Demand of various {{twi|Resources}}, or decrease Temperature even more.
All the expedition that will happen to be on a Whiteout's way will be cancelled, doesn't matter if it's an ongoing Territory exploration or a group of explorers heading over the map.
It's advised to always be prepared for Whiteouts, as they can affect your City to a degree from which it will be very difficult to recover.
[[Category: Game mechanics]]
5dce3dc5ab49cc59ac0abe59ff5059d796e3eb11
801
800
2024-04-20T10:20:57Z
Stankosh
7
wikitext
text/x-wiki
'''Temperature''' is a gameplay concept in Frostpunk 2 that interacts with the weather. Lower temperature increases the {{twi|Heat}} demands of the city.
Temperature changes can be viewed in the top right of the game window. Typically, -20 is the standard temperature. Temperature changes tend to occur in batches of 20 [[week]]s.
==Getting Ready for {{PAGENAME}} Changes==
To be ready for Temperature changes, keep an eye on the Weather Timeline located in the top-right of your screen.
Temperature changes are represented by thermometer icons. When hovering over them, they show whn (in Week timestamps) the change will happen:
*When Temperature drops, {{twi|Heat}} Demand increases in {{twi|Districts}} that demand Heat.
*When Temperature rises, {{twi|Heat}} Demand decreases in {{twi|Districts}} that demand Heat.
Stockpile Fuel (like {{twi|Coal}} or {{twi|oil}}) in {{twi|Depot|Depots}} to be ready for temperature changes. Otherwise the {{twi|Cold}} may increase {{twi|Disease}} and eventually lead to deaths among your citizens.
Besides the Temperature changes, be aware of Whiteouts. Those are weather anomalies that introduce severe and punishing conditions. They are represented by wind icons on the Weather Timeline.
==Whiteouts in Frostpunk 2==
From time-to-time Whiteout will come to the {{twi|Frostland}} Region and will move towards the player City. Whiteouts are dangerous Frostpunk 2 weather anomalies.
Unlike the temperature changes that affect the entire frostland, Whiteouts move with the winds and only affect location directly below them. Whiteouts make Outposts inoperable (disabling them), and Territories unexplorable.
Moreover, Whiteouts bring various hazards that will severely affect different aspects of the City's economy that last as long as the storm is over the City. They can affect your {{twi|Food}} and {{twi|Materials}}, increase Demand of various {{twi|Resources}}, or decrease Temperature even more.
All the expedition that will happen to be on a Whiteout's way will be cancelled, doesn't matter if it's an ongoing Territory exploration or a group of explorers heading over the map.
It's advised to always be prepared for Whiteouts, as they can affect your City to a degree from which it will be very difficult to recover.
[[Category: Game mechanics]]
426ffdff06a73c166906b5ec2975359050fc0eda
File:Unwanted Destiny.jpg
6
317
802
2024-04-21T05:47:48Z
Stankosh
7
Unwanted Destiny Event Image
wikitext
text/x-wiki
== Summary ==
Unwanted Destiny Event Image
52d83131c2c8fbd440440d10b2f4b5aec094251b
Unwanted Destiny
0
318
804
2024-04-21T05:50:40Z
Stankosh
7
Created page with "[[File:{{PAGENAME}}.jpg|thumb|350x350px]] {{PAGENAME}} is an {{twi|Events|Event}} in {{GAMENAME}}. Its caused by {{twi|Family Apprenticeship}} {{twi|Law}}. Player will be ab..."
wikitext
text/x-wiki
[[File:{{PAGENAME}}.jpg|thumb|350x350px]]
{{PAGENAME}} is an {{twi|Events|Event}} in {{GAMENAME}}.
Its caused by {{twi|Family Apprenticeship}} {{twi|Law}}.
Player will be able to pick one of the 2 options when the event happens:
*Relax "Family Apprenticeship" - Improve relations with {{twi|Technocrats}} and decrease {{twi|Tension}}
*Stay Firm - Trust will rise marginally for all {{twi|Communities}}
== {{PAGENAME}} Description ==
Steward, a father has come to out offices with his son. They both ask you hear them out.
"This boy is not cut out for a blacksmith" said the father "His knack is for words, poetry. I can bend steel, but he can stir souls. Please, let him be apprenticed under someone who can teach him to use his talents."
This would be an exception from "Family Apprenticeship", and a precedent. We's need to amend the law not to cause an uproar.
a762096457bb25c384927ee940261ecc71e3d937
811
804
2024-04-21T06:05:52Z
Stankosh
7
wikitext
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{{Event
|Cause=Family Apprenticeship
|Effect1=Tension
|Effect1 Value=Decrease
|Effect2=Technocrats Relations
|Effect2 Value=Improve
|Effect3=Trust
|Effect3 Value= Rise Marginal
}}
{{PAGENAME}} is an {{twi|Events|Event}} in {{GAMENAME}}.
Its caused by {{twi|Family Apprenticeship}} {{twi|Law}}.
Player will be able to pick one of the 2 options when the event happens:
*Relax "Family Apprenticeship" - Improve relations with {{twi|Technocrats}} and decrease {{twi|Tension}}
*Stay Firm - Trust will rise marginally for all {{twi|Communities}}
== {{PAGENAME}} Description ==
Steward, a father has come to out offices with his son. They both ask you hear them out.
"This boy is not cut out for a blacksmith" said the father "His knack is for words, poetry. I can bend steel, but he can stir souls. Please, let him be apprenticed under someone who can teach him to use his talents."
This would be an exception from "Family Apprenticeship", and a precedent. We's need to amend the law not to cause an uproar.
b2c506edaab2fb8f9c4082756616981d86182589
Template:Event
10
319
805
2024-04-21T05:58:54Z
Stankosh
7
Created page with "{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;" |- ! colspan="2" style="background-color: #303030; color: #FFFFF..."
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{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Event Info
|-
{{#if: {{{Cause|}}}||{{!}}-}} | width="30%" | Cause || [[{{{Cause|N/A}}}]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Effects
|-
{{#if: {{{Effect1|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Effect1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect1}}}|24px|class=mr-35]] [[{{{Effect1|N/A}}}]] {{#set:Effect={{{Effect1}}}}}
|-
{{#if: {{{Effect2|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Effect2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect2}}}|24px|class=mr-35]] [[{{{Effect2|N/A}}}]] {{#set:Effect={{{Effect2}}}}}
|-
{{#if: {{{Effect3|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Effect3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect3}}}|24px|class=mr-35]] [[{{{Effect3|N/A}}}]] {{#set:Effect={{{Effect3}}}}}
|}
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806
805
2024-04-21T06:03:23Z
Stankosh
7
wikitext
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{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.jpg}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Event Info
|-
{{#if: {{{Cause|}}}||{{!}}-}} | width="30%" | Cause || [[{{{Cause|N/A}}}]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Effects
|-
{{#if: {{{Effect1|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Effect1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect1}}}|24px|class=mr-35]] [[{{{Effect1|N/A}}}]] {{#set:{{{Effect1}}}={{{Effect1 Value}}}}}
|-
{{#if: {{{Effect2|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Effect2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect2}}}|24px|class=mr-35]] [[{{{Effect2|N/A}}}]] {{#set:{{{Effect2}}}={{{Effect2 Value}}}}}
|-
{{#if: {{{Effect3|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Effect3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect3}}}|24px|class=mr-35]] [[{{{Effect3|N/A}}}]] {{#set:Effect={{{Effect3}}}}}
|}
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807
806
2024-04-21T06:04:18Z
Stankosh
7
wikitext
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{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.jpg}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Event Info
|-
{{#if: {{{Cause|}}}||{{!}}-}} | width="30%" | Cause || [[{{{Cause|N/A}}}]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Effects
|-
{{#if: {{{Effect1|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Effect1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect1}}}|24px|class=mr-35]] [[{{{Effect1|N/A}}}]] {{#set:{{{Effect1}}}={{{Effect1 Value}}}}} || {{Effect1 Value}}
|-
{{#if: {{{Effect2|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Effect2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect2}}}|24px|class=mr-35]] [[{{{Effect2|N/A}}}]] {{#set:{{{Effect2}}}={{{Effect2 Value}}}}} || {{Effect2 Value}}
|-
{{#if: {{{Effect3|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Effect3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect3}}}|24px|class=mr-35]] [[{{{Effect3|N/A}}}]] {{#set:Effect={{{Effect3}}}}} || {{Effect3 Value}}
|}
cc20d12311a9ab50fa5beb7269ea3bd2eb85e1cc
808
807
2024-04-21T06:04:33Z
Stankosh
7
wikitext
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{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.jpg}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Event Info
|-
{{#if: {{{Cause|}}}||{{!}}-}} | width="30%" | Cause || [[{{{Cause|N/A}}}]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Effects
|-
{{#if: {{{Effect1|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Effect1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect1}}}|24px|class=mr-35]] [[{{{Effect1|N/A}}}]] {{#set:{{{Effect1}}}={{{Effect1 Value}}}}} || {{{Effect1 Value}}}
|-
{{#if: {{{Effect2|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Effect2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect2}}}|24px|class=mr-35]] [[{{{Effect2|N/A}}}]] {{#set:{{{Effect2}}}={{{Effect2 Value}}}}} || {{{Effect2 Value}}}
|-
{{#if: {{{Effect3|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Effect3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect3}}}|24px|class=mr-35]] [[{{{Effect3|N/A}}}]] {{#set:Effect={{{Effect3}}}}} || {{{Effect3 Value}}}
|}
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809
808
2024-04-21T06:05:01Z
Stankosh
7
wikitext
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{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
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! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.jpg}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Event Info
|-
{{#if: {{{Cause|}}}||{{!}}-}} | width="30%" | Cause || [[{{{Cause|N/A}}}]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Effects
|-
{{#if: {{{Effect1|}}}||{{!}}-}} | [[{{#show:{{{Effect1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect1}}}|24px|class=mr-35]] [[{{{Effect1|N/A}}}]] {{#set:{{{Effect1}}}={{{Effect1 Value}}}}} || {{{Effect1 Value}}}
|-
{{#if: {{{Effect2|}}}||{{!}}-}} | [[{{#show:{{{Effect2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect2}}}|24px|class=mr-35]] [[{{{Effect2|N/A}}}]] {{#set:{{{Effect2}}}={{{Effect2 Value}}}}} || {{{Effect2 Value}}}
|-
{{#if: {{{Effect3|}}}||{{!}}-}} | [[{{#show:{{{Effect3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect3}}}|24px|class=mr-35]] [[{{{Effect3|N/A}}}]] {{#set:Effect={{{Effect3}}}}} || {{{Effect3 Value}}}
|}
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810
809
2024-04-21T06:05:50Z
Stankosh
7
wikitext
text/x-wiki
{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.jpg}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Event Info
|-
{{#if: {{{Cause|}}}||{{!}}-}} | width="40%" | Cause || [[{{{Cause|N/A}}}]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Effects
|-
{{#if: {{{Effect1|}}}||{{!}}-}} | [[{{#show:{{{Effect1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect1}}}|24px|class=mr-35]] [[{{{Effect1|N/A}}}]] {{#set:{{{Effect1}}}={{{Effect1 Value}}}}} || {{{Effect1 Value}}}
|-
{{#if: {{{Effect2|}}}||{{!}}-}} | [[{{#show:{{{Effect2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect2}}}|24px|class=mr-35]] [[{{{Effect2|N/A}}}]] {{#set:{{{Effect2}}}={{{Effect2 Value}}}}} || {{{Effect2 Value}}}
|-
{{#if: {{{Effect3|}}}||{{!}}-}} | [[{{#show:{{{Effect3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect3}}}|24px|class=mr-35]] [[{{{Effect3|N/A}}}]] {{#set:Effect={{{Effect3}}}}} || {{{Effect3 Value}}}
|}
7f243227e99ea52d4aeda655a4046508b7b6f1f5
812
810
2024-04-21T06:26:58Z
Stankosh
7
wikitext
text/x-wiki
{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.jpg}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Event Info
|-
{{#if: {{{Cause|}}}||{{!}}-}} | width="40%" | Cause || [[{{{Cause|N/A}}}]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Effects
|-
{{#if: {{{Effect1|}}}||{{!}}-}} | [[{{#show:{{{Effect1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect1}}}|24px|class=mr-35]] [[{{{Effect1|N/A}}}]] {{#set:{{{Effect1}}}={{{Effect1 Value}}}}} || {{{Effect1 Value}}}
|-
{{#if: {{{Effect2|}}}||{{!}}-}} | [[{{#show:{{{Effect2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect2}}}|24px|class=mr-35]] [[{{{Effect2|N/A}}}]] {{#set:{{{Effect2}}}={{{Effect2 Value}}}}} || {{{Effect2 Value}}}
|-
{{#if: {{{Effect3|}}}||{{!}}-}} | [[{{#show:{{{Effect3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Effect3}}}|24px|class=mr-35]] [[{{{Effect3|N/A}}}]] {{#set:{{{Effect3}}}={{{Effect3 Value}}}}} || {{{Effect3 Value}}}
|}
ee9cab0e864edfc6fa0a6fb499b0b3fe79f8b73d
Template:Idea
10
320
813
2024-04-21T06:37:45Z
Stankosh
7
Created page with "{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;" |- ! colspan="2" style="background-color: #303030; color: #FFFFF..."
wikitext
text/x-wiki
{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Idea info
|-
{{#if: {{{Zeitgeist|}}}||{{!}}-}} | width="30%" | [[Zeitgeist]] || [[{{#show:{{{Zeitgeist}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Zeitgeist}}}|24px|class=mr-35]] [[{{{Zeitgeist|N/A}}}]]
|-
{{#if: {{{Idea Required|}}}||{{!}}-}} | width="30%" | Idea Required || [[{{#show:{{{Idea Required}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Required}}}|24px|class=mr-35]] [[{{{Idea Required|N/A}}}]]
|-
{{#if: {{{Idea Unlocks|}}}||{{!}}-}} | Idea Unlocks || [[{{#show:{{{Idea Unlocks}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks}}}|24px|class=mr-35]] [[{{{Idea Unlocks|N/A}}}]]
|-
{{#if: {{{Idea Cost|}}}||{{!}}-}} | Idea Cost || {{{Idea Cost|N/A}}} [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]]
|-
{{#if: {{{Research Duration|}}}||{{!}}-}} | Research Base Duration || {{{Research Base Duration|N/A}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Idea unlocks
|-
{{#if: {{{Building|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Building}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Building}}}|24px|class=mr-35]] [[{{{Building|N/A}}}]]
|-
{{#if: {{{Law|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Law}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Law}}}|24px|class=mr-35]] [[{{{Law|N/A}}}]]
|}
9092c1e32c8c8571886114794bba84defeac6494
Goods Factories
0
269
814
701
2024-04-21T06:38:01Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Goods.png}}
[[File:Goods Factories.png|thumb|Goods Factories in the Idea Tree]]
{{quote|How can we produce more {{twi|Goods}}?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks addition {{twi|Industrial District}} Building: Goods Factory that is focused on producing {{twi|Goods}}.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea Building
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Advanced Goods Factories
|Idea Cost=50
|Research Duration=xx
|Building=Refurbishing Goods Factory
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Refurbishing Goods Factory}} Building. It requires more {{twi|workforce}} than Progress variant, but consumes less {{twi|Materials}} and {{twi|Heat}}. It also causes {{twi|Disease}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Advanced Goods Factories
|Idea Cost=50
|Research Duration=xx
|Building=Calibrated Goods Factory
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Calibrated Goods Factory}} Building. It requires more {{twi|Materials}} and {{twi|Heat}} than Progress variant, but consumes less {{twi|workforce}}. It also causes {{twi|Squalor}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
fa2cc63a5a233b6fc8f1f762fefd42b76f7c1b4c
815
814
2024-04-21T06:38:30Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Goods.png}}
[[File:Goods Factories.png|thumb|Goods Factories in the Idea Tree]]
{{quote|How can we produce more {{twi|Goods}}?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks addition {{twi|Industrial District}} Building: Goods Factory that is focused on producing {{twi|Goods}}.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Advanced Goods Factories
|Idea Cost=50
|Research Duration=xx
|Building=Refurbishing Goods Factory
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Refurbishing Goods Factory}} Building. It requires more {{twi|workforce}} than Progress variant, but consumes less {{twi|Materials}} and {{twi|Heat}}. It also causes {{twi|Disease}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Advanced Goods Factories
|Idea Cost=50
|Research Duration=xx
|Building=Calibrated Goods Factory
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Calibrated Goods Factory}} Building. It requires more {{twi|Materials}} and {{twi|Heat}} than Progress variant, but consumes less {{twi|workforce}}. It also causes {{twi|Squalor}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
9958de7dfe69cab2f63bbd8e30605e69dcb4ade5
Advanced Coal Mines
0
300
816
743
2024-04-21T06:39:00Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Coal.png}}
{{quote|How can we further improve {{twi|Coal}} mining?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks an additional {{twi|Extraction District}} Building: Deep Shaft Coal Mine or Blasting Coal Mine that is focused on producing {{twi|Coal}}.
[[File:AdvancedCoalMines.png|thumb|Advanced Coal Mines in the Idea Tree]]
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Adaptation
|Idea Required=Coal Mines
|Idea Unlocks=Charcoal Plants
|Idea Cost=100
|Research Duration=xx
|Building=Deep Shaft Coal Mine
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Deep Shaft Coal Mine}} Building. It requires more {{twi|workforce}} than Progress variant, but consumes less {{twi|Materials}} and {{twi|Heat}}. It also causes a {{twi|Disease}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Progress
|Idea Required=Coal Mines
|Idea Unlocks=Charcoal Plants
|Idea Cost=100
|Research Duration=xx
|Building=Blasting Coal Mine
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Blasting Coal Mine}} Building. It requires more {{twi|Materials}} and {{twi|Heat}} than Progress variant, but consumes less {{twi|workforce}}. It also causes {{twi|Squalor}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
bc3a19e263517053a5723078571c713549be191a
Advanced Coal Mines
0
300
817
816
2024-04-21T06:43:34Z
Stankosh
7
wikitext
text/x-wiki
[[File:AdvancedCoalMines.png|thumb|Advanced Coal Mines in the Idea Tree]]
{{#set: icon=File:Coal.png}}
{{quote|How can we further improve {{twi|Coal}} mining?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks an additional {{twi|Extraction District}} Building: Deep Shaft Coal Mine or Blasting Coal Mine that is focused on producing {{twi|Coal}}.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Adaptation
|Idea Required=Coal Mines
|Idea Unlocks=Charcoal Plants
|Idea Cost=100
|Research Duration=xx
|Building=Deep Shaft Coal Mine
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Deep Shaft Coal Mine}} Building. It requires more {{twi|workforce}} than Progress variant, but consumes less {{twi|Materials}} and {{twi|Heat}}. It also causes a {{twi|Disease}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Progress
|Idea Required=Coal Mines
|Idea Unlocks=Charcoal Plants
|Idea Cost=100
|Research Duration=xx
|Building=Blasting Coal Mine
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Blasting Coal Mine}} Building. It requires more {{twi|Materials}} and {{twi|Heat}} than Progress variant, but consumes less {{twi|workforce}}. It also causes {{twi|Squalor}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
d91ed6924b7de30b5d76cd5d54dad4ebaa19b294
Vanguard Logistics Bay
0
321
818
2024-04-21T06:50:59Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Adaptation |Idea Required=Goods Factories |Workforce Construction=600 |Heatstamps Construction=180 |Workforce Requirements=600 |Materials Requirements= |..."
wikitext
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{{Building
|Zeitgeist=Adaptation
|Idea Required=Goods Factories
|Workforce Construction=600
|Heatstamps Construction=180
|Workforce Requirements=600
|Materials Requirements=
|Materials Demand=
|Heat Demand=
|Output1=Frostland Teams
|Output1 Amount=15
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{Quote|Logistics bay storing and handling only essential survival gear and providing training on how to use it efficiently.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the {{twi|Logistics District}} in {{GAMENAME}}. It produces {{twi|Frostland Teams}}. It require {{twi|Logistics District}} to be built.
Constructing {{PAGENAME}} will move city towards {{Twi|Adaptation}} {{twi|Zeitgeist}}.
2d5d413dfb819cf13e4f8fdb3938630f2c1c53dd
819
818
2024-04-21T06:54:01Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Zeitgeist=Adaptation
|Idea Required=Logistics Bays
|Workforce Construction=600
|Heatstamps Construction=180
|Workforce Requirements=600
|Materials Requirements=
|Materials Demand=
|Heat Demand=
|Output1=Frostland Teams
|Output1 Amount=15
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{Quote|Logistics bay storing and handling only essential survival gear and providing training on how to use it efficiently.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the {{twi|Logistics District}} in {{GAMENAME}}. It produces {{twi|Frostland Teams}}. It require {{twi|Logistics District}} to be built.
Constructing {{PAGENAME}} will move city towards {{Twi|Adaptation}} {{twi|Zeitgeist}}.
6e32d8ce8307c09b5863045976373e8c0bd2df7d
820
819
2024-04-21T06:54:49Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Zeitgeist=Adaptation
|Idea Required=Logistics Bays
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Requirements=
|Materials Demand=
|Heat Demand=
|Output1=Frostland Teams
|Output1 Amount=15
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{Quote|Logistics bay storing and handling only essential survival gear and providing training on how to use it efficiently.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the {{twi|Logistics District}} in {{GAMENAME}}. It produces {{twi|Frostland Teams}}. It require {{twi|Logistics District}} to be built.
Constructing {{PAGENAME}} will move city towards {{Twi|Adaptation}} {{twi|Zeitgeist}}.
61895a77f55ae9b23928969b39b6021a88d5bf6e
838
820
2024-04-21T07:39:02Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Zeitgeist=Adaptation
|Image=Logistics Bay.png
|Idea Required=Logistics Bays
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Requirements=
|Materials Demand=
|Heat Demand=
|Output1=Frostland Teams
|Output1 Amount=15
}}
{{#set: icon=File:Logistics Bay.png}}
{{Quote|Logistics bay storing and handling only essential survival gear and providing training on how to use it efficiently.|Ingame description}}
'''{{PAGENAME}}''' is one of the Buildings for the {{twi|Logistics District}} in {{GAMENAME}}. It produces {{twi|Frostland Teams}}. It require {{twi|Logistics District}} to be built.
Constructing {{PAGENAME}} will move city towards {{Twi|Adaptation}} {{twi|Zeitgeist}}.
45851d2574d8095c3f60f92f182eb581e024761e
Automated Freight Dock
0
322
821
2024-04-21T06:58:49Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Progress |Idea Required=Freight Docks |Workforce Construction=500 |Heatstamps Construction=120 |Workforce Requirements=400 |Materials Requirements= |Mate..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Progress
|Idea Required=Freight Docks
|Workforce Construction=500
|Heatstamps Construction=120
|Workforce Requirements=400
|Materials Requirements=
|Materials Demand=
|Heat Demand=
|Output1=Trail Capacity
|Output1 Amount=+50000%
|Output2=Railway Capacity
|Output2 Amount=increased
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{Quote|Train terminal where mechanized cranes load and unload standardized containers designed to maximize transport capacity.|Ingame description}}
'''{{PAGENAME}}''' is one of the Buildings for the {{twi|Logistics District}} in {{GAMENAME}}. It increases {{twi|Trail}} and {{twi|Railway}} capacity and allows to move more resources to move through. It require {{twi|Logistics District}} to be built.
Constructing {{PAGENAME}} will move city towards {{Twi|Progress}} {{twi|Zeitgeist}}.
813cc3eff23c0ddda64fc34fccb6df5b5f8dfdaa
822
821
2024-04-21T06:59:16Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Zeitgeist=Progress
|Image=Freight Dock.png
|Idea Required=Freight Docks
|Workforce Construction=500
|Heatstamps Construction=120
|Workforce Requirements=400
|Materials Requirements=
|Materials Demand=
|Heat Demand=
|Output1=Trail Capacity
|Output1 Amount=+50000%
|Output2=Railway Capacity
|Output2 Amount=increased
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{Quote|Train terminal where mechanized cranes load and unload standardized containers designed to maximize transport capacity.|Ingame description}}
'''{{PAGENAME}}''' is one of the Buildings for the {{twi|Logistics District}} in {{GAMENAME}}. It increases {{twi|Trail}} and {{twi|Railway}} capacity and allows to move more resources to move through. It require {{twi|Logistics District}} to be built.
Constructing {{PAGENAME}} will move city towards {{Twi|Progress}} {{twi|Zeitgeist}}.
bccdf7fdc6ded76f2a1c5c9514e34e23b416129a
832
822
2024-04-21T07:22:43Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Zeitgeist=Progress
|Image=Freight Dock.png
|Idea Required=Freight Docks
|Workforce Construction=500
|Heatstamps Construction=120
|Workforce Requirements=400
|Materials Requirements=
|Materials Demand=
|Heat Demand=
|Output1=Trail Capacity
|Output1 Amount=+50000%
|Output2=Railway Capacity
|Output2 Amount=increased
}}
{{#set: icon=File:Freight Dock.png}}
{{Quote|Train terminal where mechanized cranes load and unload standardized containers designed to maximize transport capacity.|Ingame description}}
'''{{PAGENAME}}''' is one of the Buildings for the {{twi|Logistics District}} in {{GAMENAME}}. It increases {{twi|Trail}} and {{twi|Railway}} capacity and allows to move more resources to move through. It require {{twi|Logistics District}} to be built.
Constructing {{PAGENAME}} will move city towards {{Twi|Progress}} {{twi|Zeitgeist}}.
0a6e0e9ef97b6cefae35917b3bd6f57144fc6905
File:Freight Dock.png
6
323
823
2024-04-21T07:00:58Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Survivalists Headquarters
0
324
824
2024-04-21T07:09:10Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Adaptation |Image=Scouts Headquarters Building |Idea Required=Scouts Headquarters |Workforce Construction=600 |Heatstamps Construction=120 |Workforce Req..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Adaptation
|Image=Scouts Headquarters Building
|Idea Required=Scouts Headquarters
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Requirements=
|Materials Demand=
|Heat Demand=
|Output1=Exploration Speed
|Output1 Amount=Increased Marginally
|Output2=Exploration Cost
|Output2 Amount=Decreased Extremely
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{Quote|Base of operations where small teams of hardened scouts are selected and drilled for exploring expeditions.|Ingame description}}
'''{{PAGENAME}}''' is one of the buildings for the {{twi|Logistics District}} in {{GAMENAME}}. It produces drastically lowers exploration cost and increase exploration speed a bit. It requires {{twi|Logistics District}} to be built.
Constructing {{PAGENAME}} will move city towards {{Twi|Adaptation}} {{twi|Zeitgeist}}.
==Trivia==
In Frostpunk 2 Beta it is possible to make {{twi|Frostland#Frostland Exploration|Frostland Exploration}} cost no {{twi|Frostland Teams}}, making it possible to run all the available explorations for free.
85a53e37eaa81685b3eeb89bc7c8eed33beb2438
826
824
2024-04-21T07:11:44Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Zeitgeist=Adaptation
|Image=Scouts Headquarters Building.png
|Idea Required=Scouts Headquarters
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Requirements=
|Materials Demand=
|Heat Demand=
|Output1=Exploration Speed
|Output1 Amount=Increased Marginally
|Output2=Exploration Cost
|Output2 Amount=Decreased Extremely
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{Quote|Base of operations where small teams of hardened scouts are selected and drilled for exploring expeditions.|Ingame description}}
'''{{PAGENAME}}''' is one of the buildings for the {{twi|Logistics District}} in {{GAMENAME}}. It produces drastically lowers exploration cost and increase exploration speed a bit. It requires {{twi|Logistics District}} to be built.
Constructing {{PAGENAME}} will move city towards {{Twi|Adaptation}} {{twi|Zeitgeist}}.
==Trivia==
In Frostpunk 2 Beta it is possible to make {{twi|Frostland#Frostland Exploration|Frostland Exploration}} cost no {{twi|Frostland Teams}}, making it possible to run all the available explorations for free.
b5efdd3b10928ad7f81addcb8ae4dc34094bd1ba
830
826
2024-04-21T07:21:15Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Zeitgeist=Adaptation
|Image=Scouts Headquarters Building.png
|Idea Required=Scouts Headquarters
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Requirements=
|Materials Demand=
|Heat Demand=
|Output1=Exploration Speed
|Output1 Amount=Increased Marginally
|Output2=Exploration Cost
|Output2 Amount=Decreased Extremely
}}
{{#set: icon=File:Scouts Headquarters Building.png}}
{{Quote|Base of operations where small teams of hardened scouts are selected and drilled for exploring expeditions.|Ingame description}}
'''{{PAGENAME}}''' is one of the buildings for the {{twi|Logistics District}} in {{GAMENAME}}. It drastically lowers exploration cost and increase exploration speed a bit. It requires {{twi|Logistics District}} to be built.
Constructing {{PAGENAME}} will move city towards {{Twi|Adaptation}} {{twi|Zeitgeist}}.
==Trivia==
In Frostpunk 2 Beta it is possible to make {{twi|Frostland#Frostland Exploration|Frostland Exploration}} cost no {{twi|Frostland Teams}}, making it possible to run all the available explorations for free.
a8b44783d370308b1121d44a9f3e8eb2a26d4d58
File:Scouts Headquarters Building.png
6
325
825
2024-04-21T07:10:45Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Template:Card-half
10
18
828
477
2024-04-21T07:19:05Z
Techhead7890
17
indenting
wikitext
text/x-wiki
<includeonly>
<div class="game-vault-card-half"><!--
-->{{#if: {{{image|}}} <!--
-->|<div class="game-vault-card-image">[[File:{{PAGENAME:{{{image|}}}}}|class=notpageimage img-fluid|link={{{target|}}}]]</div> <!--
-->}} <!--
--><div class="game-vault-card-body"><div></div><!--
--><div><!--
--><div class="game-vault-card-body-title"> <!--
-->{{#ifeq:{{#sub:{{{target|}}}|0|4}}<!--
-->|http|[{{{target|}}} {{{title|}}}]<!--
-->|[[{{{target|}}}|{{{title|}}}]]<!--
-->}}</div><!--
--></div><!--
--></div>
</div></includeonly><noinclude>
{{template doc}}
</noinclude>
cf0b77fe8ba95f8ba5f69ae4b29876df39a88124
844
828
2024-04-21T07:48:58Z
Techhead7890
17
allowing title to handle all parameters, clip one empty div after card-body
wikitext
text/x-wiki
<includeonly>
<div class="game-vault-card-half"><!--
-->{{#if: {{{image|{{{title|}}} }}} <!--
-->|<div class="game-vault-card-image">[[File:{{PAGENAME:{{{image|}}}}}|class=notpageimage img-fluid|link={{{target|}}}]]</div> <!--
-->}} <!--
--><div class="game-vault-card-body"><!--
--><div><!--
--><div class="game-vault-card-body-title"> <!--
-->{{#if: {{{target|}}}<!--
-->| {{#ifeq:{{#sub:{{{target|}}}|0|4}}<!-- If target exists, check if http and if so use external link formatting
-->|http|[{{{target|}}} {{{title|}}}]<!--
-->|[[{{{target|}}}|{{{title|}}}]]<!--
-->}}<!--
-->|[[title]]<!-- otherwise just link title
-->}}<!--
--></div><!--
--></div><!--
--></div>
</div></includeonly><noinclude>
{{template doc}}
</noinclude>
d7fead3267749609fcba1f773ba04836acf1d0b3
849
844
2024-04-21T07:53:45Z
Techhead7890
17
whoops, actually need to replace the whole image line and do some more checks
wikitext
text/x-wiki
<includeonly>
<div class="game-vault-card-half"><!--
-->{{#if: {{{image|}}} <!--
-->|<div class="game-vault-card-image">[[File:{{PAGENAME:{{{image|}}}}}|class=notpageimage img-fluid|link={{{target|}}}]]</div> <!--
-->}} <!--
--><div class="game-vault-card-body"><!--
--><div><!--
--><div class="game-vault-card-body-title"> <!--
-->{{#if: {{{target|}}}<!--
-->| {{#ifeq:{{#sub:{{{target|}}}|0|4}}<!-- If target exists, check if http and if so use external link formatting
-->|http|[{{{target|}}} {{{title|}}}]<!--
-->|[[{{{target|}}}|{{{title|}}}]]<!--
-->}}<!--
-->|[[{{{title}}}]]<!-- otherwise just link title
-->}}<!--
--></div><!--
--></div><!--
--></div>
</div></includeonly><noinclude>
{{template doc}}
</noinclude>
afd19c1ff2edc8c73ab1b5da7a0417ef83edd8c3
Automated Logistics Bay
0
327
829
2024-04-21T07:20:08Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Progress |Image=Logistics Bay.png |Idea Required=Logistics Bays |Workforce Construction=500 |Heatstamps Construction=120 |Workforce Requirements=500 |Mat..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Progress
|Image=Logistics Bay.png
|Idea Required=Logistics Bays
|Workforce Construction=500
|Heatstamps Construction=120
|Workforce Requirements=500
|Materials Requirements=
|Materials Demand=
|Heat Demand=
|Output1=Frostland Teams
|Output1 Amount=10
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{Quote|Logistics bay where machines manufacture expedition equipment on demand to minimise personnel and storage needs.|Ingame description}}
'''{{PAGENAME}}''' is one of the buildings for the {{twi|Logistics District}} in {{GAMENAME}}. It produces {{twi|Frostland Teams}}. It requires {{twi|Logistics District}} to be built.
Constructing {{PAGENAME}} will move city towards {{Twi|Progress}} {{twi|Zeitgeist}}.
4646a05562c0c8edd392cfe0a9deb2a4e3512f87
831
829
2024-04-21T07:22:11Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Zeitgeist=Progress
|Image=Logistics Bay.png
|Idea Required=Logistics Bays
|Workforce Construction=500
|Heatstamps Construction=120
|Workforce Requirements=500
|Materials Requirements=
|Materials Demand=
|Heat Demand=
|Output1=Frostland Teams
|Output1 Amount=10
}}
{{#set: icon=File:Logistics Bay.png}}
{{Quote|Logistics bay where machines manufacture expedition equipment on demand to minimise personnel and storage needs.|Ingame description}}
'''{{PAGENAME}}''' is one of the buildings for the {{twi|Logistics District}} in {{GAMENAME}}. It produces {{twi|Frostland Teams}}. It requires {{twi|Logistics District}} to be built.
Constructing {{PAGENAME}} will move city towards {{Twi|Progress}} {{twi|Zeitgeist}}.
759b664f76ed7170aed8553839d2784ed4043493
Harvester Hangar
0
328
833
2024-04-21T07:28:02Z
Stankosh
7
Created page with "{{Building |Image=Harvester Hangar.png |Idea Required=Harvester Hangars |Workforce Construction=400 |Heatstamps Construction=180 |Workforce Requirements=400 |Materials Require..."
wikitext
text/x-wiki
{{Building
|Image=Harvester Hangar.png
|Idea Required=Harvester Hangars
|Workforce Construction=400
|Heatstamps Construction=180
|Workforce Requirements=400
|Materials Requirements=
|Materials Demand=
|Heat Demand=
|Output1=Harvesting
|Output1 Amount=Increased Slightly
}}
{{#set: icon=File:Harvester Hangar.png}}
{{Quote|TAerodrome from whuch harvesters are dispatched to the frostland to speed up food extraction.|Ingame description}}
'''{{PAGENAME}}''' is one of the Buildings for the {{twi|Logistics District}} in {{GAMENAME}}. It increases harvesting speed from the Territories that have resources in them. It require {{twi|Logistics District}} to be built.
89089207d243b1bffc997dc23360d0072133255f
835
833
2024-04-21T07:31:36Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Image=Harvester Hangar.png
|Idea Required=Harvester Hangars
|Workforce Construction=400
|Heatstamps Construction=180
|Workforce Requirements=400
|Materials Requirements=
|Materials Demand=
|Heat Demand=
|Output1=Harvesting
|Output1 Amount=Increased Slightly
}}
{{#set: icon=File:Harvester Hangar.png}}
{{Quote|Aerodrome from which harvesters are dispatched to the frostland to speed up food extraction.|Ingame description}}
'''{{PAGENAME}}''' is one of the Buildings for the {{twi|Logistics District}} in {{GAMENAME}}. It increases harvesting speed from the Territories that have resources in them. It require {{twi|Logistics District}} to be built.
aed279e7b6177c215dff197d77aad8393a69a70e
Gleaning Harvester Hangar
0
329
834
2024-04-21T07:31:11Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Adaptation |Image=Harvester Hangar.png |Idea Required=Harvester Hangars |Workforce Construction=400 |Heatstamps Construction=180 |Workforce Requirements=..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Adaptation
|Image=Harvester Hangar.png
|Idea Required=Harvester Hangars
|Workforce Construction=400
|Heatstamps Construction=180
|Workforce Requirements=400
|Materials Requirements=
|Materials Demand=
|Heat Demand=
|Output1=Harvesting Efficiency
|Output1 Amount=Increased
}}
{{#set: icon=File:Harvester Hangar.png}}
{{Quote|Aerodrome from which harvesters are dispatched to the frostland to make sure every last bit of food is extracted and brought for sorting in dedicated grading rooms.|Ingame description}}
'''{{PAGENAME}}''' is one of the Buildings for the {{twi|Logistics District}} in {{GAMENAME}}. It increases Harvesting Efficiency from the Territories that have resources in them. It require {{twi|Logistics District}} to be built.
Constructing {{PAGENAME}} will move city towards {{Twi|Adaptation}} {{twi|Zeitgeist}}.
cd0e6dbd9d1229bbf86843777fe75064a94da134
File:Harvester Hangar.png
6
330
836
2024-04-21T07:33:00Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Logistics District
0
212
837
512
2024-04-21T07:37:29Z
Stankosh
7
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=150
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Frostland Teams
|Output1 Amount=10
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{quote|Enables sending frostland charting expeditions and moving resources between cities and outposts.|Ingame Description}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the {{twi|Frostland Teams}} {{twi|Resources}}. Can be built on the Old Waystation ruins at the edge of the map.
Building the first {{PAGENAME}} unlocks the ability to explore the {{twi|Frostland}} and places City access points on the Frostland map.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}} by adding additional tiles, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 150 {{twi|Heatstamps}} || 10 {{twi|Frostland Teams}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 15 {{twi|Frostland Teams}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level. The following options can be chosen in any combination:
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Dense Housing Block
|image=Dense Housing Block.png
|target=Dense Housing Block
}}
{{Card-half
|title=Vanguard Logistics Bay
|image=Vanguard Logistics Bay.png
|target=Vanguard Logistics Bay
}}
{{Card-half
|title=Automated Logistics Bay
|image=Logistics Bay.png
|target=Automated Logistics Bay
}}
{{Card-half
|title=Harvester Hangar
|image=Harvester Hangar.png
|target=Harvester Hangar
}}
{{Card-half
|title=Gleaning Harvester Hangar
|image=Harvester Hangar.png
|target=Gleaning Harvester Hangar
}}
{{Card-half
|title=Surveyors Headquarters
|image=Scouts Headquarters Building.png
|target=Surveyors Headquarters
}}
{{Card-half
|title=Survivalists Headquarters
|image=Scouts Headquarters Building.png
|target=Survivalists Headquarters
}}
{{Card-half
|title=Attended Freight Dock
|image=Freight Dock.png
|target=Attended Freight Dock
}}
{{Card-half
|title=Automated Freight Dock
|image=Freight Dock.png
|target=Automated Freight Dock
}}
69c015cfa79d0a89a84ce30d0dd9a080e32c64d3
840
837
2024-04-21T07:40:13Z
Stankosh
7
/* {{PAGENAME}} Buildings */
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=150
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Frostland Teams
|Output1 Amount=10
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{quote|Enables sending frostland charting expeditions and moving resources between cities and outposts.|Ingame Description}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the {{twi|Frostland Teams}} {{twi|Resources}}. Can be built on the Old Waystation ruins at the edge of the map.
Building the first {{PAGENAME}} unlocks the ability to explore the {{twi|Frostland}} and places City access points on the Frostland map.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}} by adding additional tiles, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 150 {{twi|Heatstamps}} || 10 {{twi|Frostland Teams}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 15 {{twi|Frostland Teams}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level. The following options can be chosen in any combination:
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Dense Housing Block
|image=Dense Housing Block.png
|target=Dense Housing Block
}}
{{Card-half
|title=Vanguard Logistics Bay
|image=Logistics Bay.png
|target=Vanguard Logistics Bay
}}
{{Card-half
|title=Automated Logistics Bay
|image=Logistics Bay.png
|target=Automated Logistics Bay
}}
{{Card-half
|title=Harvester Hangar
|image=Harvester Hangar.png
|target=Harvester Hangar
}}
{{Card-half
|title=Gleaning Harvester Hangar
|image=Harvester Hangar.png
|target=Gleaning Harvester Hangar
}}
{{Card-half
|title=Surveyors Headquarters
|image=Scouts Headquarters Building.png
|target=Surveyors Headquarters
}}
{{Card-half
|title=Survivalists Headquarters
|image=Scouts Headquarters Building.png
|target=Survivalists Headquarters
}}
{{Card-half
|title=Attended Freight Dock
|image=Freight Dock.png
|target=Attended Freight Dock
}}
{{Card-half
|title=Automated Freight Dock
|image=Freight Dock.png
|target=Automated Freight Dock
}}
979e8fdf14c4b48cdfda0b23546bca70e792e7eb
File:Logistics Bay.png
6
331
839
2024-04-21T07:39:52Z
Stankosh
7
Logistics Bay
wikitext
text/x-wiki
== Summary ==
Logistics Bay
4b0963e13e9de01110668910fe5421fdf95d0945
Surveyors Headquarters
0
332
841
2024-04-21T07:41:06Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Adaptation |Image=Scouts Headquarters Building.png |Idea Required=Scouts Headquarters |Workforce Construction=600 |Heatstamps Construction=120 |Workforce..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Adaptation
|Image=Scouts Headquarters Building.png
|Idea Required=Scouts Headquarters
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Requirements=
|Materials Demand=
|Heat Demand=
|Output1=Exploration Speed
|Output1 Amount=Decreased
|Output2=Exploration Cost
|Output2 Amount=Decreased
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{Quote|Base of operations where staff officers analyze topographic data to chart paths and optimise logistic support for exploring expeditions.|Ingame description}}
'''{{PAGENAME}}''' is one of the buildings for the {{twi|Logistics District}} in {{GAMENAME}}. It lowers exploration cost and increase exploration speed. It requires {{twi|Logistics District}} to be built.
Constructing {{PAGENAME}} will move city towards {{Twi|Adaptation}} {{twi|Zeitgeist}}.
54e60c14d4606e93a4b2c9936f1f7304dcf4d9a2
848
841
2024-04-21T07:53:30Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Image=Scouts Headquarters Building.png
|Idea Required=Scouts Headquarters
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Requirements=
|Materials Demand=
|Heat Demand=
|Output1=Exploration Speed
|Output1 Amount=Decreased
|Output2=Exploration Cost
|Output2 Amount=Decreased
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{Quote|Base of operations where staff officers analyze topographic data to chart paths and optimise logistic support for exploring expeditions.|Ingame description}}
'''{{PAGENAME}}''' is one of the buildings for the {{twi|Logistics District}} in {{GAMENAME}}. It lowers exploration cost and increase exploration speed. It requires {{twi|Logistics District}} to be built.
{{PAGENAME}}is a neutral building and will not move the city towards any {{twi|Zeitgeist}} Ideology.
06fe310adef1833bc5dfdccb64e3fb2b586880b7
Attended Freight Dock
0
333
842
2024-04-21T07:43:28Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Progress |Image=Freight Dock.png |Idea Required=Freight Docks |Workforce Construction=600 |Heatstamps Construction=120 |Workforce Requirements=600 |Mater..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Progress
|Image=Freight Dock.png
|Idea Required=Freight Docks
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Requirements=
|Materials Demand=
|Heat Demand=
|Output1=Trail Capacity
|Output1 Amount=+30000%
|Output2=Railway Capacity
|Output2 Amount=Increased Significantly
}}
{{#set: icon=File:Freight Dock.png}}
{{Quote|Train terminal optimized to accommodate posters travelling alongside the freight and responsible for its safety, loading and unloading.|Ingame description}}
'''{{PAGENAME}}''' is one of the Buildings for the {{twi|Logistics District}} in {{GAMENAME}}. It increases {{twi|Trail}} and {{twi|Railway}} capacity and allows to move more resources to move through. It requires {{twi|Logistics District}} to be built.
Constructing {{PAGENAME}} will move city towards {{Twi|Progress}} {{twi|Zeitgeist}}.
3f33656ee412eec5400280e995d61ca4af0cc5f2
850
842
2024-04-21T07:54:08Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Zeitgeist=Adaptation
|Image=Freight Dock.png
|Idea Required=Freight Docks
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Requirements=
|Materials Demand=
|Heat Demand=
|Output1=Trail Capacity
|Output1 Amount=+30000%
|Output2=Railway Capacity
|Output2 Amount=Increased Significantly
}}
{{#set: icon=File:Freight Dock.png}}
{{Quote|Train terminal optimized to accommodate posters travelling alongside the freight and responsible for its safety, loading and unloading.|Ingame description}}
'''{{PAGENAME}}''' is one of the Buildings for the {{twi|Logistics District}} in {{GAMENAME}}. It increases {{twi|Trail}} and {{twi|Railway}} capacity and allows to move more resources to move through. It requires {{twi|Logistics District}} to be built.
Constructing {{PAGENAME}} will move city towards {{Twi|Adaptation}} {{twi|Zeitgeist}}.
c58fac27dbd6477df96c865cc8faddc049718aad
File:Housing Block.png
6
334
843
2024-04-21T07:48:02Z
Stankosh
7
Housing Block
wikitext
text/x-wiki
== Summary ==
Housing Block
7fd75d221b9283c60f916c3390d9ffd3e73fc0f6
Housing District
0
211
845
751
2024-04-21T07:49:13Z
Stankosh
7
wikitext
text/x-wiki
{{District
|Workforce Construction=200
|Heatstamps Construction=100
|Workforce Requirements=200
|Materials Demand=
|Heat Demand=40
|Output1=Shelter
|Output1 Amount=20
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{quote|Houses and other buildings necessary to provide reliable shelter.|Ingame Description}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the {{twi|Shelter}} {{twi|Resources}}. Can be built anywhere with no unlock requirement.
Building adjacent to {{twi|Food District}} provides the Warmth Sharing benefit, reducing the {{twi|Heat}} demand by 10. Building adjacent to {{twi|Central District}} and other Housing Districts provides the Generator Proximity and Nearby Housing Warmth Sharing benefit, reducing the {{twi|Heat}} demand by 5. Building adjacent to {{twi|Industrial District}} and {{twi|Extraction District}} inflicts the housing with the {{twi|Squalor}} malus.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Dence and Highrise {{PAGENAME}} by adding additional tiles, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 100 {{twi|Heatstamps}} || 20 {{twi|Shelter}} || 0
|-
| Dense {{PAGENAME}} || 50 {{twi|Heatstamps}} || 25 {{twi|Shelter}} || 1
|-
| Highrise {{PAGENAME}} || 50 {{twi|Heatstamps}} || 30 {{twi|Shelter}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level. The following options can be chosen in any combination:
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Research Institute
|image=Research Institute.png
|target=Research Institute
}}
{{Card-half
|title=Teaching Hospital
|image=Hospital.png
|target=Teaching Hospital
}}
{{Card-half
|title=Hospital
|image=Hospital.png
|target=Hospital
}}
{{Card-half
|title=Recovery Hospital
|image=Hospital.png
|target=Recovery Hospital
}}
{{Card-half
|title=Dense Housing Block
|image=Housing Block.png
|target=Dense Housing Block
}}
{{Card-half
|title=Housing Block
|image=Housing Block.png
|target=Housing Block
}}
{{Card-half
|title=Subsidised Housing Block
|image=Housing Block.png
|target=Subsidised Housing Block
}}
{{Card-half
|title=Surveillance Watchtower
|image=Watchtower.png
|target=Surveillance Watchtower
}}
{{Card-half
|title=Watchtower
|image=Watchtower.png
|target=Watchtower
}}
{{Card-half
|title=Patrol Watchtower
|image=Watchtower.png
|target=Patrol Watchtower
}}
10c3f1929a0c0f071d568b2b3d560bcaec392f03
File:Hospital.png
6
335
846
2024-04-21T07:49:56Z
Stankosh
7
Frostpunk 2 Hospital Building
wikitext
text/x-wiki
== Summary ==
Frostpunk 2 Hospital Building
9e302fff3ba844994b02fc939a61a4de89056936
File:Watchtower.png
6
336
847
2024-04-21T07:50:31Z
Stankosh
7
Frostpunk 2 Watchtower Building
wikitext
text/x-wiki
== Summary ==
Frostpunk 2 Watchtower Building
3792e6108967721973e00ea479667f45ce69422c
Extraction District
0
184
851
441
2024-04-21T08:02:49Z
Techhead7890
17
/* {{PAGENAME}} Buildings */ add all known buildings on the left side of the idea tree as cards
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Coal
|Output1 Amount=120
|Output2=Materials
|Output2 Amount=150
|Output3=Materials
|Output3 Amount=200
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces raw [[resource]]s including coal and materials. Can be constructed on different types of deposits such as coal, wood or iron.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 120 {{twi|Coal}} / 150 {{twi|Materials}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 150 {{twi|Coal}} / 190 {{twi|Materials}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Dust Coal Mine
|image=Dust Coal Mine.png
|target=Dust Coal Mine
}}
{{Card-half
|title=Grinding Coal Mine
|image=Dust Coal Mine.png
}}
{{Card-half
|title=Untreated Wood Sawmill
|image=Untreated Wood Sawmill.png
|target=Untreated Wood Sawmill
}}
{{Card-half
|title=Mechanised Sawmill
|image=Mechanised Sawmill.png
}}
{{Card-half
|title=Raw Log Woodworks
|image=Raw Log Woodworks.png
}}
{{Card-half
|title=Buzzblade Woodworks
|image=Buzzblade Woodworks.png
}}
{{Card-half
|title=Silica Ironworks
|image=Silica Ironworks.png
}}
{{Card-half
|title=Crucible Ironworks
|image=Crucible Ironworks.png
}}
{{Card-half
|title=Deep Shaft Coal Mine
|image=Deep Shaft Coal Mine.png
}}
{{Card-half
|title=Blasting Coal Mine
|image=Blasting Coal Mine.png
}}
{{Card-half
|title=Charcoal Regeneration Plant
|image=Charcoal Regeneration Plant.png
}}
{{Card-half
|title=Pyrolytic Charcoal Plant
|image=Pyrolytic Charcoal Plant.png
}}
5594ed3fc0cc9699a59bbcdb7601e7174a945755
852
851
2024-04-21T08:03:49Z
Techhead7890
17
/* {{PAGENAME}} Buildings */ fix grinding mine having the same image link as dust mine
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Coal
|Output1 Amount=120
|Output2=Materials
|Output2 Amount=150
|Output3=Materials
|Output3 Amount=200
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces raw [[resource]]s including coal and materials. Can be constructed on different types of deposits such as coal, wood or iron.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 120 {{twi|Coal}} / 150 {{twi|Materials}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 150 {{twi|Coal}} / 190 {{twi|Materials}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Dust Coal Mine
|image=Dust Coal Mine.png
|target=Dust Coal Mine
}}
{{Card-half
|title=Grinding Coal Mine
|image=Grinding Coal Mine.png
}}
{{Card-half
|title=Untreated Wood Sawmill
|image=Untreated Wood Sawmill.png
|target=Untreated Wood Sawmill
}}
{{Card-half
|title=Mechanised Sawmill
|image=Mechanised Sawmill.png
}}
{{Card-half
|title=Raw Log Woodworks
|image=Raw Log Woodworks.png
}}
{{Card-half
|title=Buzzblade Woodworks
|image=Buzzblade Woodworks.png
}}
{{Card-half
|title=Silica Ironworks
|image=Silica Ironworks.png
}}
{{Card-half
|title=Crucible Ironworks
|image=Crucible Ironworks.png
}}
{{Card-half
|title=Deep Shaft Coal Mine
|image=Deep Shaft Coal Mine.png
}}
{{Card-half
|title=Blasting Coal Mine
|image=Blasting Coal Mine.png
}}
{{Card-half
|title=Charcoal Regeneration Plant
|image=Charcoal Regeneration Plant.png
}}
{{Card-half
|title=Pyrolytic Charcoal Plant
|image=Pyrolytic Charcoal Plant.png
}}
3e26dc31b27b6a615a4cf75a86251bb6d934cdc3
855
852
2024-04-21T09:38:32Z
Stankosh
7
Fixed image names and links
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Coal
|Output1 Amount=120
|Output2=Materials
|Output2 Amount=150
|Output3=Materials
|Output3 Amount=200
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces raw [[resource]]s including coal and materials. Can be constructed on different types of deposits such as coal, wood or iron.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 120 {{twi|Coal}} / 150 {{twi|Materials}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 150 {{twi|Coal}} / 190 {{twi|Materials}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Dust Coal Mine
|image=Coal Mine.png
|target=Dust Coal Mine
}}
{{Card-half
|title=Grinding Coal Mine
|image=Coal Mine.png
}}
{{Card-half
|title=Untreated Wood Sawmill
|image=Sawmill.png
|target=Untreated Wood Sawmill
}}
{{Card-half
|title=Mechanised Sawmill
|image=Sawmill.png
}}
{{Card-half
|title=Raw Log Woodworks
|image=Woodworks Building.png
}}
{{Card-half
|title=Buzzblade Woodworks
|image=Woodworks Building.png
}}
{{Card-half
|title=Silica Ironworks
|image=Ironworks.png
}}
{{Card-half
|title=Crucible Ironworks
|image=Ironworks.png
}}
{{Card-half
|title=Deep Shaft Coal Mine
|image=Advanced Coal Mine.png
}}
{{Card-half
|title=Blasting Coal Mine
|image=Advanced Coal Mine.png
}}
{{Card-half
|title=Charcoal Regeneration Plant
|image=Charcoal Plant.png
}}
{{Card-half
|title=Pyrolytic Charcoal Plant
|image=Charcoal Plant.png
}}
25dc7c00cbe38e81efd4933b1e9f0f719e34fe91
Food District
0
186
853
578
2024-04-21T08:16:57Z
Techhead7890
17
/* {{PAGENAME}} Buildings */ add advanced hothouses
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=100
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=40
|Output1=Food
|Output1 Amount=60
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the food [[resource]]. Can be constructed on fertile food deposits.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 60 {{twi|Food}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 80 {{twi|Food}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Biowaste Drum Hothouse
|image=Biowaste Drum Hothouse.png
|target=Biowaste Drum Hothouse
}}
{{Card-half
|title=Chemical Drum Hothouse
|image=Chemical Drum Hothouse.png
|target=Chemical Drum Hothouse
}}
{{Card-half
|title=Biomass Drum Hothouse
|image=Biomass Drum Hothouse.png
}}
{{Card-half
|title=Catalyst Drum Hothouse
|image=Catalyst Drum Hothouse.png
}}
8ab7ef9ff6d663e7faf7c75a015dcb293229ce8e
863
853
2024-04-21T09:50:02Z
Stankosh
7
/* {{PAGENAME}} Buildings */
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=100
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=40
|Output1=Food
|Output1 Amount=60
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the food [[resource]]. Can be constructed on fertile food deposits.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 60 {{twi|Food}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 80 {{twi|Food}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Biowaste Drum Hothouse
|image=Hothouse.png
|target=Biowaste Drum Hothouse
}}
{{Card-half
|title=Chemical Drum Hothouse
|image=Hothouse.png
|target=Chemical Drum Hothouse
}}
{{Card-half
|title=Biomass Drum Hothouse
|image=Advanced Hothouse.png
}}
{{Card-half
|title=Catalyst Drum Hothouse
|image=Advanced Hothouse.png
}}
d14f8bb53dbbcaa8b9bca43b085feed27b624235
864
863
2024-04-21T09:50:43Z
Stankosh
7
/* {{PAGENAME}} Buildings */
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=100
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=40
|Output1=Food
|Output1 Amount=60
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the food [[resource]]. Can be constructed on fertile food deposits.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 60 {{twi|Food}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 80 {{twi|Food}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Workers Village
|image=Workers Village.png
}}
{{Card-half
|title=Biowaste Drum Hothouse
|image=Hothouse.png
|target=Biowaste Drum Hothouse
}}
{{Card-half
|title=Chemical Drum Hothouse
|image=Hothouse.png
|target=Chemical Drum Hothouse
}}
{{Card-half
|title=Biomass Drum Hothouse
|image=Advanced Hothouse.png
}}
{{Card-half
|title=Catalyst Drum Hothouse
|image=Advanced Hothouse.png
}}
51dedad3d2fec7405d8ec3c68a1074fd954366b7
Idea Tree
0
188
854
790
2024-04-21T08:47:48Z
Techhead7890
17
add more details
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are three sections to the Idea Tree in Frostpunk 2: Survival, Economy, and Society. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research, all of which can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law. When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the [[Logistics Bay]] for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Wood Factories}}
*{{twi|Sawmill}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mine}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractor
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouse}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Scout Training}}
***{{twi|Scout's Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
==Society==
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|relationships}}
***Procreation
4d1b6fff5cf692181d455d041a476ba653155d98
File:Charcoal Plant.png
6
337
856
2024-04-21T09:44:17Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Foundry.png
6
338
857
2024-04-21T09:44:27Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Ironworks.png
6
339
858
2024-04-21T09:44:35Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Sawmill.png
6
340
859
2024-04-21T09:44:49Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Woodworks Building.png
6
341
860
2024-04-21T09:45:01Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Advanced Coal Mine.png
6
342
861
2024-04-21T09:45:48Z
Stankosh
7
Frostpunk 2 Advanced Coal Mine Building
wikitext
text/x-wiki
== Summary ==
Frostpunk 2 Advanced Coal Mine Building
29e4afd398fee8c1947d01f6cd3171dfbf973421
File:Coal Mine.png
6
343
862
2024-04-21T09:46:22Z
Stankosh
7
Frostpunk 2 Coal Mine Building
wikitext
text/x-wiki
== Summary ==
Frostpunk 2 Coal Mine Building
ebffaf14dfef7e9cd60576efee6c4cdb114958d9
File:Advanced Hothouse.png
6
344
865
2024-04-21T09:51:16Z
Stankosh
7
Frostpunk 2 Advanced Hothouse Building
wikitext
text/x-wiki
== Summary ==
Frostpunk 2 Advanced Hothouse Building
0a87476d93831d28e183aa1506cc0d9278504b59
File:Hothouse.png
6
345
866
2024-04-21T09:51:39Z
Stankosh
7
Frostpunk 2 Hothouse Building
wikitext
text/x-wiki
== Summary ==
Frostpunk 2 Hothouse Building
be68070aa717af68e6794a9f7b8c28556858622d
Industrial District
0
187
867
557
2024-04-21T09:58:13Z
Stankosh
7
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Goods
|Output1 Amount=20
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the [[resource]] consumer {{twi|goods}}. Can be built anywhere with no unlock requirement.
Building adjacent to [[Extraction District]] provides the Shared Worker benefit, reducing the {{twi|workforce}} requirement by 75 [[people]]. Building adjacent to [[Housing District]] inflicts the housing with the {{twi|Squalor}} malus.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}} by adding additional tiles, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 20 {{twi|Goods}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 30 {{twi|Goods}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level. The following options can be chosen in any combination:
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Workers Village
|image=Workers Village.png
}}
{{Card-half
|title=Refurbishing Goods Factory
|image=Goods Factory.png
|target=Refurbishing Goods Factory
}}
{{Card-half
|title=Calibrated Goods Factory
|image=Goods Factory.png
}}
{{Card-half
|title=Barebones Goods Factory
|image=Advanced Goods Factory.png
}}
{{Card-half
|title=Automated Goods Factory
|image=Advanced Goods Factory.png
}}
{{Card-half
|title=Waste Repurposing Facility
|image=Waste Management Facility.png
}}
{{Card-half
|title=Waste Incineration Facility
|image=Waste Management Facility.png
}}
{{Card-half
|title=Pharmaceutical Laboratory
|image=Pharmaceutical Laboratory.png
}}
{{Card-half
|title=Pharmaceutical Testing Laboratory
|image=Pharmaceutical Laboratory.png
}}
506deff5dfd2e40d022970e75dc97ff96212695b
File:Pharmaceutical Laboratory.png
6
347
869
2024-04-21T10:03:42Z
Stankosh
7
Frostpunk 2 Pharmaceutical Laboratory Building
wikitext
text/x-wiki
== Summary ==
Frostpunk 2 Pharmaceutical Laboratory Building
19296408736d6aa03a69d42b1f6e1aad12292797
File:Waste Management Facility.png
6
348
870
2024-04-21T10:05:23Z
Stankosh
7
Frostpunk 2 Waste Mangement Facility Building
wikitext
text/x-wiki
== Summary ==
Frostpunk 2 Waste Mangement Facility Building
76d142152484c680bb912abf185d4335d2ab7f9b
File:Workers Housing.png
6
349
871
2024-04-21T10:05:56Z
Stankosh
7
Frostpunk 2 Workers Housing Building
wikitext
text/x-wiki
== Summary ==
Frostpunk 2 Workers Housing Building
2a260dbe1072af15f2dc8444a4e4dbff5558765f
Industrial District
0
187
872
867
2024-04-21T10:06:43Z
Stankosh
7
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Goods
|Output1 Amount=20
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the [[resource]] consumer {{twi|goods}}. Can be built anywhere with no unlock requirement.
Building adjacent to [[Extraction District]] provides the Shared Worker benefit, reducing the {{twi|workforce}} requirement by 75 [[people]]. Building adjacent to [[Housing District]] inflicts the housing with the {{twi|Squalor}} malus.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}} by adding additional tiles, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 20 {{twi|Goods}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 30 {{twi|Goods}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level. The following options can be chosen in any combination:
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Workers Village
|image=Workers Housing.png
}}
{{Card-half
|title=Refurbishing Goods Factory
|image=Goods Factory.png
|target=Refurbishing Goods Factory
}}
{{Card-half
|title=Calibrated Goods Factory
|image=Goods Factory.png
}}
{{Card-half
|title=Barebones Goods Factory
|image=Goods Factory.png
}}
{{Card-half
|title=Automated Goods Factory
|image=Goods Factory.png
}}
{{Card-half
|title=Waste Repurposing Facility
|image=Waste Management Facility.png
}}
{{Card-half
|title=Waste Incineration Facility
|image=Waste Management Facility.png
}}
{{Card-half
|title=Pharmaceutical Laboratory
|image=Pharmaceutical Laboratory.png
}}
{{Card-half
|title=Pharmaceutical Testing Laboratory
|image=Pharmaceutical Laboratory.png
}}
fe5b6db343e3fe9db69788455e4076a77d4b9e46
876
872
2024-04-21T14:35:33Z
Stankosh
7
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Goods
|Output1 Amount=20
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the [[resource]] consumer {{twi|goods}}. Can be built anywhere with no unlock requirement.
Building adjacent to [[Extraction District]] provides the Shared Worker benefit, reducing the {{twi|workforce}} requirement by 75. Building adjacent to [[Housing District]] inflicts the housing with the {{twi|Squalor}} malus.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}} by adding additional tiles, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 20 {{twi|Goods}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 30 {{twi|Goods}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level. The following options can be chosen in any combination:
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Workers Village
|image=Workers Housing.png
}}
{{Card-half
|title=Refurbishing Goods Factory
|image=Goods Factory.png
|target=Refurbishing Goods Factory
}}
{{Card-half
|title=Calibrated Goods Factory
|image=Goods Factory.png
}}
{{Card-half
|title=Barebones Goods Factory
|image=Goods Factory.png
}}
{{Card-half
|title=Automated Goods Factory
|image=Goods Factory.png
}}
{{Card-half
|title=Waste Repurposing Facility
|image=Waste Management Facility.png
}}
{{Card-half
|title=Waste Incineration Facility
|image=Waste Management Facility.png
}}
{{Card-half
|title=Pharmaceutical Laboratory
|image=Pharmaceutical Laboratory.png
}}
{{Card-half
|title=Pharmaceutical Testing Laboratory
|image=Pharmaceutical Laboratory.png
}}
fc6464a50a9ddba3034a495be245cdb284480a82
File:Goods Factory.png
6
350
873
2024-04-21T10:07:31Z
Stankosh
7
Frostpunk 2 Goods Factory Building
wikitext
text/x-wiki
== Summary ==
Frostpunk 2 Goods Factory Building
76cb733b3666d88db7f2339d3df3d19daffbbd38
Food District
0
186
874
864
2024-04-21T10:08:42Z
Stankosh
7
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=100
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=40
|Output1=Food
|Output1 Amount=60
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the food [[resource]]. Can be constructed on fertile food deposits.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 60 {{twi|Food}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 80 {{twi|Food}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Workers Village
|image=Workers Housing.png
}}
{{Card-half
|title=Biowaste Drum Hothouse
|image=Hothouse.png
|target=Biowaste Drum Hothouse
}}
{{Card-half
|title=Chemical Drum Hothouse
|image=Hothouse.png
|target=Chemical Drum Hothouse
}}
{{Card-half
|title=Biomass Drum Hothouse
|image=Advanced Hothouse.png
}}
{{Card-half
|title=Catalyst Drum Hothouse
|image=Advanced Hothouse.png
}}
ea66d5808540f1f3c5cd5acd15d7233d3a0bb5b6
File:Council.png
6
351
875
2024-04-21T10:30:22Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Idea Tree
0
188
877
854
2024-04-21T14:36:57Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are three sections to the Idea Tree in Frostpunk 2: Survival, Economy, and Society. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research, all of which can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law. When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the [[Logistics Bay]] for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmill}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mine}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractor
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouse}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Scout Training}}
***{{twi|Scout's Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
==Society==
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|relationships}}
***Procreation
9b838aa29a10df768d05b7cd9ea661b56a2456d6
888
877
2024-04-21T15:24:13Z
Stankosh
7
/* Survival */
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are three sections to the Idea Tree in Frostpunk 2: Survival, Economy, and Society. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research, all of which can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law. When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmill}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mine}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractor
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouse}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Scout Training}}
***{{twi|Scout's Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
==Society==
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|relationships}}
***Procreation
70094638e7645a278bb8640c767c10d3ae89d6a8
895
888
2024-04-21T15:59:04Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are three sections to the Idea Tree in Frostpunk 2: Survival, Economy, and Society. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research, all of which can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law. When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmill}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mine}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractor
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouse}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
==Society==
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|relationships}}
***Procreation
ce7886e51df6ed664c36d3ee185da50f636d0f2d
898
895
2024-04-21T16:16:34Z
Stankosh
7
/* Survival */
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are three sections to the Idea Tree in Frostpunk 2: Survival, Economy, and Society. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research, all of which can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law. When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmill}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mine}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractor
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouse}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
==Society==
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|relationships}}
***Procreation
7d7c59e4364115985a68923cd919dc40644ab27e
899
898
2024-04-21T16:18:51Z
Stankosh
7
/* Society */
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are three sections to the Idea Tree in Frostpunk 2: Survival, Economy, and Society. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research, all of which can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law. When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmill}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mine}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractor
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouse}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
==Society==
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Crime Elimination
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|relationships}}
***Procreation
e8c61a0d397953554f8696f0454a12fbb141a6b5
921
899
2024-04-26T23:31:21Z
Techhead7890
17
even more details
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are three sections to the Idea Tree in Frostpunk 2: Survival, Economy, and Society. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). These can produce [[building]]s or [[council]] laws as results.
Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research and supporting one faction's proposal will shift the Zeitgeist towards their ideology. All options can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law. Research takes a variable amount of time and can be sped up by constructing additional {{twi|Research Institute|Research Institutes}} and {{twi|Teaching Hospital|Teaching Hospitals}} or passing certain laws, such as [[Mandatory Schools]].
When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmill}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mine}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractor
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouse}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
==Society==
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Crime Elimination
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|relationships}}
***Procreation
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File:Advanced Goods Factories.png
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Advanced Goods Factories Research
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== Summary ==
Advanced Goods Factories Research
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Advanced Goods Factories
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Stankosh
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Created page with "{{#set: icon=File:Goods.png}} [[File:Advanced Goods Factories.png|thumb|Advanced Goods Factories in the Idea Tree]] {{quote|What is the optimum way to produce {{twi|Goods}}?}}..."
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{{#set: icon=File:Goods.png}}
[[File:Advanced Goods Factories.png|thumb|Advanced Goods Factories in the Idea Tree]]
{{quote|What is the optimum way to produce {{twi|Goods}}?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks{{twi|Industrial District}} Building: Advanced Goods Factory that is focused on producing even more goods {{twi|Goods}}.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Adaptation
|Idea Required=Goods Factory
|Idea Unlocks=
|Idea Cost=100
|Research Duration=24 weeks
|Building=Barebones Goods Factory
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Barebones Goods Factory}} Building. It requires more {{twi|workforce}} than Progress variant, but consumes less {{twi|Materials}} and {{twi|Heat}}. It also causes {{twi|Disease}} problem.
Its more productive than {{twi|Refurbishing Goods Factory}} but costs {{twi|Steam Cores}} to construct.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Progress
|Idea Required=Goods Factory
|Idea Unlocks=
|Idea Cost=100
|Research Duration=24 weeks
|Building=Automated Goods Factory
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Automated Goods Factory}} Building. It requires more {{twi|Materials}} and {{twi|Heat}} than Adaptation variant but consumes less {{twi|workforce}}. It also causes {{twi|Squalor}} problem.
Its more productive than {{twi|Calibrated Goods Factory}} but costs {{twi|Steam Cores}} to construct.
Following {{twi|Factions|Communities and Factions}} can develop Progress {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
8f9151aa75b5979f9a42953afd04986d94e4d734
Goods Factories
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{{#set: icon=File:Goods.png}}
[[File:Goods Factories.png|thumb|Goods Factories in the Idea Tree]]
{{quote|How can we produce more {{twi|Goods}}?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks addition {{twi|Industrial District}} Building: Goods Factory that is focused on producing {{twi|Goods}}.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Advanced Goods Factories
|Idea Cost=50
|Research Duration=xx
|Building=Refurbishing Goods Factory
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Refurbishing Goods Factory}} Building. It requires more {{twi|workforce}} than Progress variant but consumes less {{twi|Materials}} and {{twi|Heat}}. It also causes {{twi|Disease}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Advanced Goods Factories
|Idea Cost=50
|Research Duration=xx
|Building=Calibrated Goods Factory
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Calibrated Goods Factory}} Building. It requires more {{twi|Materials}} and {{twi|Heat}} than Adaptation variant but consumes less {{twi|workforce}}. It also causes {{twi|Squalor}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Progress {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
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{{#set: icon=File:Goods.png}}
[[File:Goods Factories.png|thumb|Goods Factories in the Idea Tree]]
{{quote|How can we produce more Goods?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Ideas}} in {{GAMENAME}}. Each option unlocks an additional building for the {{twi|Industrial District}}: a Goods Factory that is focused on producing {{twi|Goods}}.
<br clear="all">
== Adaptation Variant==
{{Idea
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Advanced Goods Factories
|Idea Cost=50
|Research Duration=xx
|Building=Refurbishing Goods Factory
}}
The {{twi|Refurbishing Goods Factory}} is the Adaptation variant of {{PAGENAME}} Research. It requires more {{twi|workforce}} than the Progress variant, but consumes less {{twi|Materials}} and {{twi|Heat}}. It also causes the {{twi|Disease}} problem.
The following {{twi|Factions|Communities and Factions}} can develop the {{twi|Refurbishing Goods Factory}} as an Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress Variant==
{{Idea
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Advanced Goods Factories
|Idea Cost=50
|Research Duration=xx
|Building=Calibrated Goods Factory
}}
The {{twi|Calibrated Goods Factory}} is the Progress variant of {{PAGENAME}} Research. It requires more {{twi|Materials}} and {{twi|Heat}} than Progress variant, but consumes less {{twi|workforce}}. It also causes the {{twi|Squalor}} problem.
The following {{twi|Factions|Communities and Factions}} can develop the {{twi|Calibrated Goods Factory}} as an Adaptation {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
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Logistics Bays
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Stankosh
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Created page with "{{#set: icon=File:Goods.png}} [[File:Logistic Bays.png|thumb|Logistic Bays in the Idea Tree]] {{quote|How can we support more {{twi|Frostland Teams}}?}} {{PAGENAME}} is one of..."
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{{#set: icon=File:Goods.png}}
[[File:Logistic Bays.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|How can we support more {{twi|Frostland Teams}}?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks addition {{twi|Logistics District}} Building: Logistics Bay that is focused on increasing the amount of available {{twi|Frostland Teams}}.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Scout Training
|Idea Unlocks2=Railways
|Idea Cost=50
|Research Duration=15
|Building=Vanguard Logistics Bay
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Vanguard Logistics Bay}}} Building. It requires more {{twi|workforce}} than Progress variant but produces significantly more {{twi|Frostland Teams}}
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Scout Training
|Idea Unlocks2=Railways
|Idea Cost=50
|Research Duration=15
|Building=Automated Logistics Bay
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Automated Logistics Bay}} Building. It requires less {{twi|workforce}} than Adaptation variant and overall way less effective.
Following {{twi|Factions|Communities and Factions}} can develop Progress {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
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{{#set: icon=File:Goods.png}}
[[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|How can we support more {{twi|Frostland Teams}}?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks addition {{twi|Logistics District}} Building: Logistics Bay that is focused on increasing the amount of available {{twi|Frostland Teams}}.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Scout Training
|Idea Unlocks2=Railways
|Idea Cost=50
|Research Duration=15
|Building=Vanguard Logistics Bay
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Vanguard Logistics Bay}}} Building. It requires more {{twi|workforce}} than Progress variant but produces significantly more {{twi|Frostland Teams}}
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Scout Training
|Idea Unlocks2=Railways
|Idea Cost=50
|Research Duration=15
|Building=Automated Logistics Bay
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Automated Logistics Bay}} Building. It requires less {{twi|workforce}} than Adaptation variant and overall way less effective.
Following {{twi|Factions|Communities and Factions}} can develop Progress {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
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{{#set: icon=File:Frostland.png}}
[[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|How can we support more {{twi|Frostland Teams}}?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks addition {{twi|Logistics District}} Building: Logistics Bay that is focused on increasing the amount of available {{twi|Frostland Teams}}.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Scout Training
|Idea Unlocks2=Railways
|Idea Cost=50
|Research Duration=15
|Building=Vanguard Logistics Bay
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Vanguard Logistics Bay}}} Building. It requires more {{twi|workforce}} than Progress variant but produces significantly more {{twi|Frostland Teams}}
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Scout Training
|Idea Unlocks2=Railways
|Idea Cost=50
|Research Duration=15
|Building=Automated Logistics Bay
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Automated Logistics Bay}} Building. It requires less {{twi|workforce}} than Adaptation variant and overall way less effective.
Following {{twi|Factions|Communities and Factions}} can develop Progress {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
f302b1fa88f9fca03eae730f594df36f41d05fd2
File:Logistics Bays.png
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Stankosh
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Frostland 2 Logistics Bays Idea Research
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== Summary ==
Frostland 2 Logistics Bays Idea Research
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Refurbishing Goods Factory
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Stankosh
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{{Building
|Zeitgeist=Adaptation
|Image=Goods Factory.png
|Idea Required=Goods Factories
|Workforce Construction=400
|Heatstamps Construction=180
|Workforce Requirements=400
|Materials Requirements=40
|Materials Demand=
|Heat Demand=20
|Output1=Goods
|Output1 Amount=30
|Output2=Disease
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:Goods Factory.png}}
{{Quote|Facility using old domestic goods, no matter how soiled, to manufacture new ones with minimal resources.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the [[Industrial District]] in {{GAMENAME}}. It produces {{twi|Goods}} and Slightly increases {{twi|Disease}}.
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Template:Building
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{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]] {{#set:Type=Building}}
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Building info
|-
{{#if: {{{Zeitgeist|}}}||{{!}}-}} | [[Zeitgeist]] || [[{{#show:{{{Zeitgeist}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Zeitgeist}}}|24px|class=mr-35]] [[{{{Zeitgeist|N/A}}}]] {{#set:Zeitgeist={{{Zeitgeist|N/A}}}}}
|-
{{#if: {{{Idea Required|}}}||{{!}}-}} | [[Idea Tree|Idea Required]] || [[{{#show:{{{Idea Required}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Required}}}|24px|class=mr-35]] [[{{{Idea Required|N/A}}}]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Construction Costs
|-
{{#if: {{{Workforce Construction|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Construction|N/A}}} {{#set:Workforce Construction={{{Workforce Construction}}}}}
|-
{{#if: {{{Heatstamps Construction|}}}||{{!}}-}} | [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]] || {{{Heatstamps Construction|N/A}}} {{#set:Heatstamps Construction={{{Heatstamps Construction}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Requirements
|-
{{#if: {{{Workforce Requirements|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Requirements|N/A}}} {{#set:Workforce Requirements={{{Workforce Requirements}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Demand
|-
{{#if: {{{Materials Demand|}}}||{{!}}-}} | [[{{#show:Materials|?icon|link=none|default=File:NoIcon.png}}|link=Materials|24px|class=mr-35]] [[Materials]] || {{{Materials Demand|N/A}}} {{#set:Materials Demand={{{Materials Demand}}}}}
|-
{{#if: {{{Heat Demand|}}}||{{!}}-}} | [[{{#show:Heat|?icon|link=none|default=File:NoIcon.png}}|link=Heat|24px|class=mr-35]] [[Heat]] || {{{Heat Demand|N/A}}} {{#set:Heat Demand={{{Heat Demand}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Output
|-
|-
{{#if: {{{Output1|}}}||{{!}}-}} | [[{{#show:{{{Output1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output1}}}|24px|class=mr-35]] [[Output::{{{Output1}}} | {{{Output1}}}]] || {{{Output1 Amount|N/A}}} {{#set:{{{Output1}}}={{{Output1 Amount}}}}}
|-
{{#if: {{{Output2|}}}||{{!}}-}} | [[{{#show:{{{Output2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output2}}}|24px|class=mr-35]] [[Output::{{{Output2}}} | {{{Output2}}}]] || {{{Output2 Amount|N/A}}} {{#set:{{{Output2}}}={{{Output2 Amount}}}}}
|-
{{#if: {{{Output3|}}}||{{!}}-}} | [[{{#show:{{{Output3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output3}}}|24px|class=mr-35]] [[Output::{{{Output3}}} | {{{Output3}}}]] || {{{Output3 Amount|N/A}}} {{#set:{{{Output3}}}={{{Output3 Amount}}}}}
|-
{{#if: {{{Output4|}}}||{{!}}-}} | [[{{#show:{{{Output4}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output4}}}|24px|class=mr-35]] [[Output::{{{Output4}}} | {{{Output4}}}]] || {{{Output4 Amount|N/A}}} {{#set:{{{Output4}}}={{{Output4 Amount}}}}}
|-
{{#if: {{{Output5|}}}||{{!}}-}} | [[{{#show:{{{Output5}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output5}}}|24px|class=mr-35]] [[Output::{{{Output5}}} | {{{Output5}}}]] || {{{Output5 Amount|N/A}}} {{#set:{{{Output5}}}={{{Output5 Amount}}}}}
|-
{{#if: {{{Output6|}}}||{{!}}-}} | [[{{#show:{{{Output6}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output6}}}|24px|class=mr-35]] [[Output::{{{Output6}}} | {{{Output6}}}]] || {{{Output6 Amount|N/A}}} {{#set:{{{Output6}}}={{{Output6 Amount}}}}}
|}
798385026a525ac8aec57bbb8b55c99e57c7b013
Scout Training
0
357
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2024-04-21T15:33:04Z
Stankosh
7
Created page with "{{#set: icon=File:Frostland.png}} [[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]] {{quote|What type of scouts is the most efficient?}} {{PAGENAME}} is one of th..."
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{{#set: icon=File:Frostland.png}}
[[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|What type of scouts is the most efficient?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks Pathfinder Scouts and Mechanical Scouts {{twi|Law|Laws}} that increase the efficiency of {{twi|Frostland}} exploration.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Pathfinder Scouts
|Zeitgeist=Adaptation
|Idea Required=Logistics Bays
|Idea Unlocks=Scouts Headquarters
|Idea Unlocks2=Outpost Organisation
|Idea Cost=0
|Research Duration=
|Law=Pathfinder Scouts
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Pathfinder Scouts}} Law. It decreases Exploration Costs, so every {{twi|Frostland}} exploration will require less {{twi|Frostland Teams}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Mechanised Scouts
|Zeitgeist=Progress
|Idea Required=Logistics Bays
|Idea Unlocks=Scouts Headquarters
|Idea Unlocks2=Outpost Organisation
|Idea Cost=0
|Research Duration=
|Law=Mechanized Scouts
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Mechanised Scouts}} Law. It decreases Exploration Time, so every {{twi|Frostland}} exploration will be faster.
Following {{twi|Factions|Communities and Factions}} can develop Progress {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
ddfdb6a57e465d2373fd984fd56d06e6932bb8ac
897
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Stankosh
7
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{{#set: icon=File:Frostland.png}}
[[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|What type of scouts is the most efficient?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks Pathfinder Scouts and Mechanical Scouts {{twi|Law|Laws}} that increase the efficiency of {{twi|Frostland}} exploration.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Pathfinder Scouts
|Zeitgeist=Adaptation
|Idea Required=Logistics Bays
|Idea Unlocks=Scouts Headquarters
|Idea Cost=0
|Research Duration=
|Law=Pathfinder Scouts
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Pathfinder Scouts}} Law. It decreases Exploration Costs, so every {{twi|Frostland}} exploration will require less {{twi|Frostland Teams}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Mechanised Scouts
|Zeitgeist=Progress
|Idea Required=Logistics Bays
|Idea Unlocks=Scouts Headquarters
|Idea Cost=0
|Research Duration=
|Law=Mechanized Scouts
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Mechanised Scouts}} Law. It decreases Exploration Time, so every {{twi|Frostland}} exploration will be faster.
Following {{twi|Factions|Communities and Factions}} can develop Progress {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
224ec4de0c14fe9f2ea1b4bdaf02509a3e1b86ae
File:Scout Training.png
6
358
890
2024-04-21T15:33:43Z
Stankosh
7
Frostpunk 2 Scout Training Idea Research
wikitext
text/x-wiki
== Summary ==
Frostpunk 2 Scout Training Idea Research
741958a21c319fa21334253f8bb06658fe110eb5
File:Scouts Headquarters.png
6
360
893
2024-04-21T15:52:49Z
Stankosh
7
Frostpunk 2 Scouts Headquarters Idea Research
wikitext
text/x-wiki
== Summary ==
Frostpunk 2 Scouts Headquarters Idea Research
b645826139719f4f9a111cb599c80f131c419dea
Scouts Headquarters
0
361
896
2024-04-21T15:59:19Z
Stankosh
7
Created page with "{{#set: icon=File:Frostland.png}} [[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]] {{quote|How should our scouts command be structured?}} {{PAGENAME}} is one of..."
wikitext
text/x-wiki
{{#set: icon=File:Frostland.png}}
[[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|How should our scouts command be structured?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Logistics District}} Scouts Headquarters Building that increase the efficiency of {{twi|Frostland}} exploration drastically.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Name=Surveyours Headquarters
|Zeitgeist=Neutral
|Idea Required=Railways
|Idea Unlocks=
|Idea Cost=200
|Research Duration=
|Building=Surveyors Headquarters
}}
Normal variant of {{PAGENAME}} Idea Research unlocks {{twi|Surveyors Headquarters}} Building. It decreases Exploration Time, so every {{twi|Frostland}} exploration will be faster and Exploration Cost to send less {{twi|Frostland Teams}} on the explorations.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Survivalists Headquarters
|Zeitgeist=Adaptation
|Idea Required=Railways
|Idea Unlocks=
|Idea Cost=200
|Research Duration=
|Building=Survivalists Headquarters
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Survivalists Headquarters}} Building. It extremely decreases Exploration Costs, so every {{twi|Frostland}} exploration will require less {{twi|Frostland Teams}} and marginally decrease exploration time to make exploration faster.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
1f7edecb6013ea8872704a34178b3257e6810363
Harvester Hangars
0
362
900
2024-04-21T16:29:35Z
Stankosh
7
Created page with "{{#set: icon=File:Frostland.png}} [[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]] {{quote|How can we gather more food from the frostland?}} {{PAGENAME}} is one..."
wikitext
text/x-wiki
{{#set: icon=File:Frostland.png}}
[[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|How can we gather more food from the frostland?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Logistics District}} Harvester Hangar Building that slightly increase Harvesting efficiency from Territories in {{twi|Frostland}}
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Name=Harvester Hangar
|Zeitgeist=Neutral
|Idea Required=Logistic Bays
|Idea Unlocks=
|Idea Cost=100
|Research Duration=24
|Building=Harvester Hangar
}}
Normal variant of {{PAGENAME}} Idea Research unlocks {{twi|Harvester Hangar}} Building. It slightly increase amount of Harvested resources from {{twi|Frostland}} Territories.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Gleaning Harvester Hangar
|Zeitgeist=Adaptation
|Idea Required=Logistic Bays
|Idea Unlocks=
|Idea Cost=100
|Research Duration=24
|Building=Gleaning Harvester Hangar
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Gleaning Harvester Hangar}} Building. It increase amount of Harvested resources from {{twi|Frostland}} Territories more than its Neutral variant.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
edecc06d74931c3e9515541d88e26971fad2ae37
902
900
2024-04-21T16:31:47Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Frostland.png}}
[[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|How can we gather more food from the frostland?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Logistics District}} Harvester Hangar Building that slightly increase Harvesting efficiency from Territories in {{twi|Frostland}}
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Name=Harvester Hangar
|Zeitgeist=Neutral
|Idea Required=Logistics Bays
|Idea Unlocks=
|Idea Cost=100
|Research Duration=24
|Building=Harvester Hangar
}}
Normal variant of {{PAGENAME}} Idea Research unlocks {{twi|Harvester Hangar}} Building. It slightly increase amount of Harvested resources from {{twi|Frostland}} Territories.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Gleaning Harvester Hangar
|Zeitgeist=Adaptation
|Idea Required=Logistics Bays
|Idea Unlocks=
|Idea Cost=100
|Research Duration=24
|Building=Gleaning Harvester Hangar
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Gleaning Harvester Hangar}} Building. It increase amount of Harvested resources from {{twi|Frostland}} Territories more than its Neutral variant.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
22401916aff99b98f28daa8c1f012dc6f3c41a0f
File:Harvester Hangars.png
6
363
901
2024-04-21T16:30:27Z
Stankosh
7
Frostpunk 2 Harvester Hangars Idea Research
wikitext
text/x-wiki
== Summary ==
Frostpunk 2 Harvester Hangars Idea Research
1aa01eb49828d60e4fcc8b0a811bb18985cd2129
Railways
0
364
903
2024-04-21T17:00:57Z
Stankosh
7
Created page with "{{#set: icon=File:Frostland.png}} [[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]] {{quote|How can we allow trains to reclaim the frostland?}} {{PAGENAME}} is on..."
wikitext
text/x-wiki
{{#set: icon=File:Frostland.png}}
[[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|How can we allow trains to reclaim the frostland?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Railway}} to be constructed in the {{twi|Frostland}} connecting Territories and Outposts to the City.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Name=Heated Railway Tracks
|Zeitgeist=Neutral
|Idea Required=Logistics Bays
|Idea Unlocks=
|Idea Cost=100
|Research Duration=24
|Building=Railway
}}
Railroads connection can be built in frostland, allowing to ship more resources from colonies and outposts.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Machinists}}
*{{twi|Icebloods}}
*{{twi|Technocrats}}
22873ff1545d65f1a9efb7b6a2f64ddabb655bbb
File:Railways.png
6
366
905
2024-04-21T17:02:24Z
Stankosh
7
Frostpunk 2 Railways Idea Research
wikitext
text/x-wiki
== Summary ==
Frostpunk 2 Railways Idea Research
58bc480c86848f8c81199d5cfb9a52289d5894b3
File:Heatstamps Art.jpg
6
367
906
2024-04-21T17:05:58Z
Stankosh
7
wikitext
text/x-wiki
Frostpunk 2 Heatstamps Art
2f1022cf26a9807dbbe2412db8b60a36199d01e0
Heatstamps
0
196
907
531
2024-04-21T17:06:32Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
Heatstamps are the main [[resource]] of the game. It is a currency that allows construction and payment in trade, such as consumer [[goods]].
For example a [[district]] costs roughly 120 {{twi|Heatstamps||nolink}} to build, or [[Frostbreaking]] costs 40 {{twi|Heatstamps||nolink}} for 8 tiles.
Heatstamps are generated from [[population]] and the rate can be changed by [[law]]s. Failing to upkeep enough goods fulfillment will lead to a Heatstamp penalty.
[[File:Heatstamps Art.jpg|thumb|How Heatstamps look in Frostpunk 2]]
2f0dc589da36bd3331a35a99501d3a6bfae2c41f
911
907
2024-04-26T05:55:24Z
Techhead7890
17
expansion, more examples, etc
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|100px|right]]
{{twi|Heatstamps|'''Heatstamps'''|nolink}} are the main [[resource]] of the game. It is a currency that can used by the [[Steward]] to enable construction. It can also be assumed that the [[people]] of the city use heatstamps commercially.
[[File:Heatstamps Art.jpg|thumb|How Heatstamps look in Frostpunk 2]]
For some cost examples:
* [[District]] costs roughly 120 {{twi|Heatstamps||nolink}} to build,
* [[Frostbreaking]] costs 40 {{twi|Heatstamps||nolink}} for 8 tiles
* Initiating development of [[Idea Tree]] research.
* [[Building]]s to upgrade districts have a more variable cost but can be around 200 {{twi|Heatstamps||nolink}}.
* It costs 25 {{twi|Heatstamps||nolink}} per trail marker in the [[Frostland]].
==Income and expenses==
Heatstamps are generated from {{twi|population}}. At a rough estimate of beta edition rates, 10,000 people generate about 12 heatstamps per [[time|week]]. The rate per capita can be increased by [[law]]s, such as [[Paid Essentials]].
Heatstamps are sometimes spent as a continuous expense by laws such as [[Compulsory Schools]] or [[Work Compensation]]. Additionally, failing to upkeep enough consumer {{twi|goods}} fulfillment will lead to a Heatstamp penalty. Most construction does not need to pay heatstamps for upkeep, which is generally considered as the role of {{twi|Materials}}.
==Background info==
According to a loading screen tip, heatstamps as a concept were invented some time after the Great Storm, but the city or location that did so is unknown.
ae1b775a4f97b43bbcea07ced3faa8c3fb891628
913
911
2024-04-26T05:56:49Z
Techhead7890
17
people -> population
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|100px|right]]
{{twi|Heatstamps|'''Heatstamps'''|nolink}} are the main [[resource]] of the game. It is a currency that can used by the [[Steward]] to enable construction. It can also be assumed that the [[population]] of the city also use heatstamps commercially.
[[File:Heatstamps Art.jpg|thumb|How Heatstamps look in Frostpunk 2]]
For some cost examples:
* [[District]] costs roughly 120 {{twi|Heatstamps||nolink}} to build,
* [[Frostbreaking]] costs 40 {{twi|Heatstamps||nolink}} for 8 tiles
* Initiating development of [[Idea Tree]] research.
* [[Building]]s to upgrade districts have a more variable cost but can be around 200 {{twi|Heatstamps||nolink}}.
* It costs 25 {{twi|Heatstamps||nolink}} per trail marker in the [[Frostland]].
==Income and expenses==
Heatstamps are generated from {{twi|population}}. At a rough estimate of beta edition rates, 10,000 people generate about 12 heatstamps per [[time|week]]. The rate per capita can be increased by [[law]]s, such as [[Paid Essentials]].
Heatstamps are sometimes spent as a continuous expense by laws such as [[Compulsory Schools]] or [[Work Compensation]]. Additionally, failing to upkeep enough consumer {{twi|goods}} fulfillment will lead to a Heatstamp penalty. Most construction does not need to pay heatstamps for upkeep, which is generally considered as the role of {{twi|Materials}}.
==Background info==
According to a loading screen tip, heatstamps as a concept were invented some time after the Great Storm, but the city or location that did so is unknown.
753c5dc100e39acb7a2d0223811ee878fae16b04
Freight Docks
0
368
908
2024-04-21T17:31:55Z
Stankosh
7
Created page with "{{#set: icon=File:Frostland.png}} [[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]] {{quote|How we can optimize rail transport?}} {{PAGENAME}} is one of the {{twi..."
wikitext
text/x-wiki
{{#set: icon=File:Frostland.png}}
[[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|How we can optimize rail transport?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Logistics District}} Freight Dock Building that increace {{twi|Trail}} and {{twi|Railway}} capacity.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Attended Freight Dock
|Zeitgeist=Adaptation
|Idea Required=Railways
|Idea Unlocks=
|Idea Cost=200
|Research Duration=
|Building=Attended Freight Dock
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Attended Freight Dock}} Building. It significantly increases {{twi|Railway}} capacity and increase {{twi|Trail}} capacity by 30 000%. It also requires more {{twi|Workforce}} than Progress variant.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Automated Freight Dock
|Zeitgeist=Progress
|Idea Required=Railways
|Idea Unlocks=
|Idea Cost=200
|Research Duration=
|Building=Automated Freight Dock
}}
Normal variant of {{PAGENAME}} Idea Research unlocks {{twi|Automated Freight Dock}} Building. It increases {{twi|Railway}} capacity and increase {{twi|Trail}} capacity by 50 000%
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
4aecf6751056e9bc04c3994cb649ea555188c3cf
File:Freight Docks.png
6
369
909
2024-04-21T17:32:27Z
Stankosh
7
Frostpunk 2 Freight Docks Idea Research
wikitext
text/x-wiki
== Summary ==
Frostpunk 2 Freight Docks Idea Research
cd40b6095b193019e4638fd10638a97cb079b9a7
User talk:Mystik738
3
370
910
2024-04-25T04:29:33Z
Frostpunk 2 Wiki and Guides
9
Adding [[Template:Welcome|welcome message]] to new user's talk page
wikitext
text/x-wiki
{{Template:Welcome|realName=x x|name=Mystik738}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 04:29, 25 April 2024 (UTC)
051b1126af997f5c47104f309a5fbcd324983864
People
0
371
912
2024-04-26T05:56:07Z
Techhead7890
17
REDIRECT [[Population]] to avoid redlinks
wikitext
text/x-wiki
#REDIRECT [[Population]]
92632ef8c4f749e5d448264ce4623f37750b6e62
Tile
0
308
914
775
2024-04-26T05:59:53Z
Techhead7890
17
referring to frostbreaking, districts
wikitext
text/x-wiki
The [[City]] is divided into hexagons called tiles. Each Tile has the same size. Some Tiles have harvestable deposits of [[Resources]].
Tiles are closely related to the [[frostbreaking]] mechanic as most tiles are unbuildable at the start. Tiles measure the area where [[District]]s and hubs are placed.
3080dc74944d8195d23e81cb8531c7ffe9bc3a7d
Idea tree
0
372
915
2024-04-26T06:02:09Z
Techhead7890
17
redirect for capitalization help
wikitext
text/x-wiki
#REDIRECT [[Idea Tree]]
b84b217feac4fe56fbc5604a96bef4611a48ec06
Cores
0
261
916
639
2024-04-26T06:07:51Z
Techhead7890
17
link building, ideas, mention fp1 in backstory
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|100px|right]]
:"Cores are the specialized mechanical components required to construct advanced buildings and {{twi|Generator}} upgrades."
'''{{PAGENAME}}''' are one of the {{twi|Resources}} in {{GAMENAME}}. They are used for advanced [[building]]s that can be developed from the {{twi|Idea Tree}}. Typically an advanced building takes 25 cores.
{{PAGENAME}} are too advanced to be reliably manufactured, although it is possible this will change later in the game. Search the {{twi|Frostland}} to find more to add to your stockpile.
{{Resource Uses}}
==Backstory==
Steam Cores were a similar mechanic in the first Frostpunk. While they could also be used in advanced buildings, they also had a role in making Automatons. It is unclear if this carried forward to modern Automatons in {{int:Gamename}}.
[[category: resource]]
f3d862116cb86300e64dd049d6b4b533f647f61a
Workers Village
0
373
917
2024-04-26T09:27:16Z
Stankosh
7
Created page with "{{Building |Workforce Construction=100 |Heatstamps Construction=120 |Workforce Requirements=100 |Heatstamps Requirement=2 |Materials Demand= |Heat Demand=10 |Output1=Shelter |..."
wikitext
text/x-wiki
{{Building
|Workforce Construction=100
|Heatstamps Construction=120
|Workforce Requirements=100
|Heatstamps Requirement=2
|Materials Demand=
|Heat Demand=10
|Output1=Shelter
|Output1 Amount=10
|Output2=Efficiency
|Output2 Amount=Increased
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{quote|Subsidised residential complex providing comfortable housing to workers and their families in the immediate vicinity of their workplace.|Ingame Description}}
{{PAGENAME}} is one of the Special Buildings in {{GAMENAME}}. It can be built in {{twi|Food District|Food}}, {{twi|Extraction District|Extraction}} or {{twi|Industrial District}} and increases the {{twi|Shelter}} and Efficiency.
f78358d55e6d065fddf9d85ac3cc6efc2e0f7caf
918
917
2024-04-26T09:30:25Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Image=Workers Housing.png
|Workforce Construction=100
|Heatstamps Construction=120
|Workforce Requirements=100
|Heatstamps Requirement=2
|Materials Demand=
|Heat Demand=10
|Output1=Shelter
|Output1 Amount=10
|Output2=Efficiency
|Output2 Amount=Increased
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{quote|Subsidised residential complex providing comfortable housing to workers and their families in the immediate vicinity of their workplace.|Ingame Description}}
{{PAGENAME}} is one of the Special Buildings in {{GAMENAME}}. It can be built in {{twi|Food District|Food}}, {{twi|Extraction District|Extraction}} or {{twi|Industrial District}} and increases the {{twi|Shelter}} and Efficiency.
5fec074a8537f7a556635ee0e633e76b27aad391
Building
0
215
919
611
2024-04-26T23:26:19Z
Techhead7890
17
add district page list for temporary navigation purposes, but should be removed when a proper list of buildings is drafted (possibly copy from [[Idea Tree]])
wikitext
text/x-wiki
'''Buildings''' in Frostpunk 2 are special upgrades to the primary structures, [[District]]s. They typically serve as upgrades that enhance [[resource]] production but can also provide unique features, such as unlocking the [[Idea Tree]] or the [[Council]] for laws.
Most buildings are restricted to what districts they can be placed in. Most buildings are unlocked by research in the idea tree, and generally a faction has a variant of each building that conceptually operates in a different way. This can affect or optimise the building's requirements, outputs or downsides. Buildings require some {{twi|Workforce}}, may consume some {{twi|Heat}} or {{twi|Materials}}, and tend to increase some [[problem]]s as part of their output.
Some examples of buildings include:
* Hothouses
* Coal Mines
* Housing Blocks
* Hospitals
* Watchtowers
For more information, see the building lists on the district pages:
*[[Central District]]
*[[Extraction District]]
*[[Food District]]
*[[Housing District]]
*[[Industrial District]]
*[[Logistics District]]
[[Category: Game mechanics]]
d70e7acab149b5d80c358bd732ba3ab4b87b0754
User:Techhead7890/district
2
374
920
2024-04-26T23:27:02Z
Techhead7890
17
short list of [[District]]s
wikitext
text/x-wiki
A short list of [[District]]s:
*[[Central District]]
*[[Extraction District]]
*[[Food District]]
*[[Housing District]]
*[[Industrial District]]
*[[Logistics District]]
a6dce5c3f1d3c918a41c8f8ce0907a0c57c20750
Council
0
127
922
752
2024-04-26T23:34:42Z
Techhead7890
17
/* Mechanics */ voiceline stuff
wikitext
text/x-wiki
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
==Description of tabs==
===Survival===
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing [[resources]] such as oil, coal, building materials, and food. The two opposing [[ideologies]] in this section are Adaptation and Progress.
Sections of the law available at the start of the game include Food Additives and Goods, which impact their respective resources.
===Economy===
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, [[heatstamps]], work and labor, and population. The two opposing [[ideologies]] in this section are Equality and Merit.
Sections of the law available at the start of the game include Basic Necessities and Outsiders, which impact [[Heatstamps]] and [[Population]].
===Society===
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing [[ideologies]] in this section are Reason and Tradition.
Sections of the law available at the start of the game include Funerals and Childhood.
===Rule===
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
==Mechanics==
To pass a proposal, 51 votes must be achieved. Votes are based on factions. It is possible to click the council members to see more information about them and their beliefs. Some of the "hesitant" voters will go to each side.
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
===Resources===
====Food Additives====
====Goods====
====Waste Heat Conversion====
===Frostland===
====Scout Training====
====Outpost Organisation====
===Efficiency===
====Worker Shifts====
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
==Economy laws==
==Society laws==
==Rule laws==
==Law notes==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
5df7456033968b2d196f0855a10e090dd13e05e3
Building
0
215
923
919
2024-04-26T23:37:53Z
Techhead7890
17
add all Idea Tree entries, will delete irrelevant/law entries in the following edit
wikitext
text/x-wiki
'''Buildings''' in Frostpunk 2 are special upgrades to the primary structures, [[District]]s. They typically serve as upgrades that enhance [[resource]] production but can also provide unique features, such as unlocking the [[Idea Tree]] or the [[Council]] for laws.
Most buildings are restricted to what districts they can be placed in. Most buildings are unlocked by research in the idea tree, and generally a faction has a variant of each building that conceptually operates in a different way. This can affect or optimise the building's requirements, outputs or downsides. Buildings require some {{twi|Workforce}}, may consume some {{twi|Heat}} or {{twi|Materials}}, and tend to increase some [[problem]]s as part of their output.
Some examples of buildings include:
* Hothouses
* Coal Mines
* Housing Blocks
* Hospitals
* Watchtowers
For more information, see the building lists on the district pages:
*[[Central District]]
*[[Extraction District]]
*[[Food District]]
*[[Housing District]]
*[[Industrial District]]
*[[Logistics District]]
==List under construction==
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmill}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mine}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractor
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouse}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Crime Elimination
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|relationships}}
***Procreation
[[Category: Game mechanics]]
0b19a243dd23e9e846dd0a9f1c3c4b6580ae6c06
924
923
2024-04-26T23:39:54Z
Techhead7890
17
trimmed list
wikitext
text/x-wiki
'''Buildings''' in Frostpunk 2 are special upgrades to the primary structures, [[District]]s. They typically serve as upgrades that enhance [[resource]] production but can also provide unique features, such as unlocking the [[Idea Tree]] or the [[Council]] for laws.
Most buildings are restricted to what districts they can be placed in. Most buildings are unlocked by research in the idea tree, and generally a faction has a variant of each building that conceptually operates in a different way. This can affect or optimise the building's requirements, outputs or downsides. Buildings require some {{twi|Workforce}}, may consume some {{twi|Heat}} or {{twi|Materials}}, and tend to increase some [[problem]]s as part of their output.
Some examples of buildings include:
* Hothouses
* Coal Mines
* Housing Blocks
* Hospitals
* Watchtowers
For more information, see the building lists on the district pages:
*[[Central District]]
*[[Extraction District]]
*[[Food District]]
*[[Housing District]]
*[[Industrial District]]
*[[Logistics District]]
==List under construction==
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmill}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mine}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Pyrochemical Oil Extractor
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouse}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
***{{twi|Scouts Headquarters}}
***{{twi|Freight Docks}}
*{{twi|Housing Block}}
**{{twi|Workers' Housing}}
***Drugs Manufactory
**{{twi|Maintenance Hub}}
**Rail Hub
*{{twi|Hospitals}}
*{{twi|Watchtowers}}
**{{twi|Prisons}}
[[Category: Game mechanics]]
6148026b25058ad61c6af3cb78e964c79314abf5
925
924
2024-04-26T23:43:16Z
Techhead7890
17
/* List under construction */ roughly alphabetise by basic building, somewhat ignoring tech tree depth
wikitext
text/x-wiki
'''Buildings''' in Frostpunk 2 are special upgrades to the primary structures, [[District]]s. They typically serve as upgrades that enhance [[resource]] production but can also provide unique features, such as unlocking the [[Idea Tree]] or the [[Council]] for laws.
Most buildings are restricted to what districts they can be placed in. Most buildings are unlocked by research in the idea tree, and generally a faction has a variant of each building that conceptually operates in a different way. This can affect or optimise the building's requirements, outputs or downsides. Buildings require some {{twi|Workforce}}, may consume some {{twi|Heat}} or {{twi|Materials}}, and tend to increase some [[problem]]s as part of their output.
Some examples of buildings include:
* Hothouses
* Coal Mines
* Housing Blocks
* Hospitals
* Watchtowers
For more information, see the building lists on the district pages:
*[[Central District]]
*[[Extraction District]]
*[[Food District]]
*[[Housing District]]
*[[Industrial District]]
*[[Logistics District]]
==List under construction==
*{{twi|Coal Mine}}
**{{twi|Advanced Coal Mines}}
*{{twi|Charcoal Plants}}
**Pyrochemical Oil Extractor
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*Geothermal Plants
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Hothouse}}
**{{twi|Advanced Hothouses}}
*{{twi|Ironworks}}
**{{twi|Steel Foundries}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
***{{twi|Scouts Headquarters}}
***{{twi|Freight Docks}}
*{{twi|Sawmill}}
**{{twi|Woodworks}}
*{{twi|Housing Block}}
**{{twi|Workers' Housing}}
***Drugs Manufactory
*{{twi|Maintenance Hub}}
*Rail Hub
*{{twi|Hospitals}}
*{{twi|Watchtowers}}
**{{twi|Prisons}}
[[Category: Game mechanics]]
254e3be48a1c307aeb795fe98d8ee42c09b2c2b6
Goods
0
220
926
624
2024-04-27T00:05:26Z
Techhead7890
17
known as domestic goods
wikitext
text/x-wiki
{{#set: icon=File:Goods.png}}
[[File:Goods.png|right|60px]]
'''Goods''' are a [[resource]]. It is used to provide the population with useful consumer objects. Goods are made from {{twi|materials}} at an [[Industrial District]]. Materials are a resource [[Requirement]] for operation of the district, meaning without any of the input resource, no Goods can be produced at all.
Having insufficient goods reduces {{twi|Heatstamp}} income, and can lead to the {{twi|Crime}} problem.
The [[Goods Factories]] building {{twi|idea}} describes them as "domestic goods".
{{Resource Uses}}
57b07d33b725b84bc9c24e1f0b34094d7baaaab8
Main Page
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112
927
777
2024-04-27T06:47:40Z
Stankosh
7
wikitext
text/x-wiki
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{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community. In order to maintain uniformity please checkout the [[Editing Guideline]].
ecf7a8a47e6dbcb34b5e4ef8afeb9c7a0fb87b36
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927
2024-04-27T07:04:37Z
Stankosh
7
wikitext
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{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community. In order to maintain uniformity please checkout the [[Editing Guideline]].
01a9374adc10a44b09bbb524bb1bdc6eb3c846fe
937
932
2024-04-27T07:51:02Z
Stankosh
7
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Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community. In order to maintain uniformity please checkout the [[Editing Guideline]].
9c7b6ed077699bfcccc31ea58cdfcd83920b0ae9
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2024-04-27T08:08:42Z
Stankosh
7
wikitext
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Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community. In order to maintain uniformity please checkout the [[Editing Guideline]].
bbf8307a8d4b12c6542fcd594ea685e95f3271ca
MediaWiki:Common.css
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928
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2024-04-27T06:51:25Z
Stankosh
7
css
text/css
/* CSS placed here will be applied to all skins */
/* Mobile responsiveness for infoboxes */
@media (max-width: 760px) {
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width: 100% !important; /* Makes the infobox take full width */
float: none !important; /* Stops the infobox from floating */
margin: 10px auto !important; /* Adds some margin and centers the infobox */
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float:left;
margin-left:0;
margin-right:1em;
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background-image: url(/w/images/b/b5/Banner.jpg);
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align-items: center;
background: var(--color-surface-2--active) !important;
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border-radius: 0 !important;
margin-right: -6px;
border-color: var(--color-primary) !important;
font-size: 20px !important;
cursor: pointer !important;
}
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background: #acf2b1;
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.tile-icon.yellow{
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}
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background: #9fc9ff;
}
.tile-icon.violet {
background: #ddb1ea;
}
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background: #00000;
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.tile-icon.while {
background: #fffff;
}
.tile-icon.gray {
background: #fffff;
opacity: 0.0;
}
.tile-icon.orange {
background: #eb984e;
}
.tile-icon.red{
background: #f1948a;
}
.mw-logo.citizen-drawer__logo {
display: flex;
align-items: center;
}
.mw-logo.citizen-drawer__logo::after {
content: ' ';
display: inline-block;
border-bottom: 2px solid var(--color-base);
border-right: 2px solid var(--color-base);
height: 6px;
width: 6px;
transform: rotate(45deg);
margin: 0 7px;
}
.citizen-drawer__button {
width: 70px;
}
c8093ef8723ef2fd37286ef070980bfbecf2a48f
929
928
2024-04-27T06:54:33Z
Stankosh
7
css
text/css
/* CSS placed here will be applied to all skins */
/* Mobile responsiveness for infoboxes */
@media (max-width: 760px) {
.infobox {
width: 100% !important; /* Makes the infobox take full width */
float: none !important; /* Stops the infobox from floating */
margin: 10px auto !important; /* Adds some margin and centers the infobox */
}
}
/* Collapsible elements. Toggle-link moved to left.
/* Margin around it adjusted. */
.mw-collapsible span.mw-collapsible-toggle {
float:left;
margin-left:0;
margin-right:1em;
}
/* Game Banner */
.page-game-banner {
background-image: url(/w/images/b/b5/Banner.jpg);
}
/* Site Subtitle */
#siteSub {
display: none;
}
/* Game Menu Icons */
#n-Reviews a::after {
background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/rate_review.svg);
}
#n-Guides a::after {
background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/export_contacts.svg);
}
#n-News a::after {
background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/offline_bolt.svg);
}
.skin-citizen-dark #n-Reviews a::after,
.skin-citizen-dark #n-Guides a::after,
.skin-citizen-dark #n-News a::after {
filter: invert(1);
}
/* SimpleBatchUpload Dropzone */
.fileinput-button {
display: flex !important;
justify-content: center;
align-items: center;
background: var(--color-surface-2--active) !important;
color: var(--color-base--emphasized) !important;
border-radius: 0 !important;
margin-right: -6px;
border-color: var(--color-primary) !important;
font-size: 20px !important;
cursor: pointer !important;
}
/* Icon Tile styles */
.tile-icon.green {
background: #acf2b1;
}
.tile-icon.yellow{
background: #e6e340;
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.tile-icon.blue {
background: #9fc9ff;
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.tile-icon.violet {
background: #ddb1ea;
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.tile-icon.black {
background: #00000;
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.tile-icon.while {
background: #fffff;
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.tile-icon.gray {
background: #fffff00;
}
.tile-icon.orange {
background: #eb984e;
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.tile-icon.red{
background: #f1948a;
}
.mw-logo.citizen-drawer__logo {
display: flex;
align-items: center;
}
.mw-logo.citizen-drawer__logo::after {
content: ' ';
display: inline-block;
border-bottom: 2px solid var(--color-base);
border-right: 2px solid var(--color-base);
height: 6px;
width: 6px;
transform: rotate(45deg);
margin: 0 7px;
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.citizen-drawer__button {
width: 70px;
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e5e5b88c669f1eaea98e14ac0b74dc168a489be7
930
929
2024-04-27T06:56:31Z
Stankosh
7
css
text/css
/* CSS placed here will be applied to all skins */
/* Mobile responsiveness for infoboxes */
@media (max-width: 760px) {
.infobox {
width: 100% !important; /* Makes the infobox take full width */
float: none !important; /* Stops the infobox from floating */
margin: 10px auto !important; /* Adds some margin and centers the infobox */
}
}
/* Collapsible elements. Toggle-link moved to left.
/* Margin around it adjusted. */
.mw-collapsible span.mw-collapsible-toggle {
float:left;
margin-left:0;
margin-right:1em;
}
/* Game Banner */
.page-game-banner {
background-image: url(/w/images/b/b5/Banner.jpg);
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/* Site Subtitle */
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display: none;
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/* Game Menu Icons */
#n-Reviews a::after {
background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/rate_review.svg);
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background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/export_contacts.svg);
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background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/offline_bolt.svg);
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display: flex !important;
justify-content: center;
align-items: center;
background: var(--color-surface-2--active) !important;
color: var(--color-base--emphasized) !important;
border-radius: 0 !important;
margin-right: -6px;
border-color: var(--color-primary) !important;
font-size: 20px !important;
cursor: pointer !important;
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/* Icon Tile styles */
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margin: 0 7px;
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c1795a65f1c121058d2f87230cd0b96144f8a0a1
File:Frostbreaking.png
6
375
931
2024-04-27T07:04:11Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Frostbreaking
0
198
933
774
2024-04-27T07:05:27Z
Stankosh
7
Added icon and link to mechanics page
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
This is the {{twi|Game Mechanics|mechanic}} used to clear hexagonal tiles so that [[district]]s can be placed.
Usually 8 [[Tile]]s must be chosen to frostbreak at a time, indicated by the octagonal divisions near the mouse cursor. If 8 Tiles cannot be chosen because the aren't any more connecting tiles (in case of "Islands"), Frostbreaking will still cost full price and time. It costs about 40 [[heatstamp]]s and reserves 300 workforce for 2 weeks.
[[Resource]] deposits under the ice will be highlighted, but pressing ALT key will make these deposits even easier to see. These are useful because they are required for certain [[districts]].
7da70a6a443862bceab198392f185d5cbd7a11e6
File:Council Icon.png
6
376
934
2024-04-27T07:49:00Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Council
0
127
935
922
2024-04-27T07:49:28Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
==Description of tabs==
===Survival===
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing [[resources]] such as oil, coal, building materials, and food. The two opposing [[ideologies]] in this section are Adaptation and Progress.
Sections of the law available at the start of the game include Food Additives and Goods, which impact their respective resources.
===Economy===
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, [[heatstamps]], work and labor, and population. The two opposing [[ideologies]] in this section are Equality and Merit.
Sections of the law available at the start of the game include Basic Necessities and Outsiders, which impact [[Heatstamps]] and [[Population]].
===Society===
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing [[ideologies]] in this section are Reason and Tradition.
Sections of the law available at the start of the game include Funerals and Childhood.
===Rule===
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
==Mechanics==
To pass a proposal, 51 votes must be achieved. Votes are based on factions. It is possible to click the council members to see more information about them and their beliefs. Some of the "hesitant" voters will go to each side.
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
===Resources===
====Food Additives====
====Goods====
====Waste Heat Conversion====
===Frostland===
====Scout Training====
====Outpost Organisation====
===Efficiency===
====Worker Shifts====
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
==Economy laws==
==Society laws==
==Rule laws==
==Law notes==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
ce9a1f2cfb75e7abf407d80427bd222ac6be0107
936
935
2024-04-27T07:49:58Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
==Description of tabs==
===Survival===
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing [[resources]] such as oil, coal, building materials, and food. The two opposing [[ideologies]] in this section are Adaptation and Progress.
Sections of the law available at the start of the game include Food Additives and Goods, which impact their respective resources.
===Economy===
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, [[heatstamps]], work and labor, and population. The two opposing [[ideologies]] in this section are Equality and Merit.
Sections of the law available at the start of the game include Basic Necessities and Outsiders, which impact [[Heatstamps]] and [[Population]].
===Society===
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing [[ideologies]] in this section are Reason and Tradition.
Sections of the law available at the start of the game include Funerals and Childhood.
===Rule===
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
==Mechanics==
To pass a proposal, 51 votes must be achieved. Votes are based on factions. It is possible to click the council members to see more information about them and their beliefs. Some of the "hesitant" voters will go to each side.
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
===Resources===
====Food Additives====
====Goods====
====Waste Heat Conversion====
===Frostland===
====Scout Training====
====Outpost Organisation====
===Efficiency===
====Worker Shifts====
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
==Economy laws==
==Society laws==
==Rule laws==
==Law notes==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
605e612b0d17be352145eaab212fc8985a7097c7
944
936
2024-04-27T08:12:38Z
Stankosh
7
Moved Law Descriptions to their appropriate areas
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
==Mechanics==
To pass a proposal, 51 votes must be achieved. Votes are based on factions. It is possible to click the council members to see more information about them and their beliefs. Some of the "hesitant" voters will go to each side.
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing [[resources]] such as oil, coal, building materials, and food. The two opposing [[ideologies]] in this section are Adaptation and Progress.
Sections of the law available at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
====Goods====
====Waste Heat Conversion====
===Frostland===
====Scout Training====
====Outpost Organisation====
===Efficiency===
====Worker Shifts====
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, [[heatstamps]], work and labor, and population. The two opposing [[ideologies]] in this section are Equality and Merit.
Sections of the law available at the start of the game include Basic Necessities and Outsiders, which impact [[Heatstamps]] and [[Population]].
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing [[ideologies]] in this section are Reason and Tradition.
Sections of the law available at the start of the game include Funerals and Childhood.
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
==Law notes==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
9536fa97afa06745e0f72b270d4361b848f0c780
945
944
2024-04-27T08:15:13Z
Stankosh
7
/* Survival laws */
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
==Mechanics==
To pass a proposal, 51 votes must be achieved. Votes are based on factions. It is possible to click the council members to see more information about them and their beliefs. Some of the "hesitant" voters will go to each side.
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing [[resources]] such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Sections of the law available at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
====Goods====
====Waste Heat Conversion====
===Frostland===
====Scout Training====
====Outpost Organisation====
===Efficiency===
====Worker Shifts====
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, [[heatstamps]], work and labor, and population. The two opposing [[ideologies]] in this section are Equality and Merit.
Sections of the law available at the start of the game include Basic Necessities and Outsiders, which impact [[Heatstamps]] and [[Population]].
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing [[ideologies]] in this section are Reason and Tradition.
Sections of the law available at the start of the game include Funerals and Childhood.
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
==Law notes==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
f2798128840fa3a8e0fc26534bc12463c8e8701c
946
945
2024-04-27T08:17:47Z
Stankosh
7
Link fixes
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
==Mechanics==
To pass a proposal, 51 votes must be achieved. Votes are based on factions. It is possible to click the council members to see more information about them and their beliefs. Some of the "hesitant" voters will go to each side.
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Sections of the law available at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
====Goods====
====Waste Heat Conversion====
===Frostland===
====Scout Training====
====Outpost Organisation====
===Efficiency===
====Worker Shifts====
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Sections of the law available at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Sections of the law available at the start of the game include Funerals and Childhood.
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
==Law notes==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
4383c609bed6eeaeb401c33efb2017dd3097888b
File:Factions.png
6
377
938
2024-04-27T08:01:04Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Faction
0
129
939
759
2024-04-27T08:01:36Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. The [[population]] will belong to variety of factions and their faction govern what they like and what they don't. It can concern for different game aspects, for example [[Council]] voting, the [[Idea Tree]], and the [[Zeitgeist]] alignment system.
==Effects==
Factions are the most passionate and radical members of their [[community]] with strong beliefs. They have a manifesto that covers all aspects of the Zeitgeist. They can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down. The Steward can send in guards to quell protests.
==Foragers==
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They are fiercely pro-Adaptation ideology in the Survival [[Zeitgeist]].
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic Merit and Society Tradition ideological Zeitgeists.
==Machinists==
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They are fiercely pro-Progress ideology in the Survival [[Zeitgeist]].
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to.
Icebloods support the Society Reason and Economic Equality ideological Zeitgeists.
==Other factions==
It is known that other communities will exist, such as Merchants and Lords, but it is not known what their advanced factions or ideological positions will be.
2566cb458b2e8c47ff93711d6e6b3112f5b9e7f0
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{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. The [[population]] will belong to variety of factions and their faction govern what they like and what they don't. It can concern for different game aspects, for example [[Council]] voting, the [[Idea Tree]], and the [[Zeitgeist]] alignment system.
==Effects==
Factions are the most passionate and radical members of their [[community]] with strong beliefs. They have a manifesto that covers all aspects of the Zeitgeist. They can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down. The Steward can send in guards to quell protests.
==Foragers==
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They are fiercely pro-Adaptation ideology in the Survival [[Zeitgeist]].
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic Merit and Society Tradition ideological Zeitgeists.
==Machinists==
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They are fiercely pro-Progress ideology in the Survival [[Zeitgeist]].
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to.
Icebloods support the Society Reason and Economic Equality ideological Zeitgeists.
==Other factions==
It is known that other communities will exist, such as Merchants and Lords, but it is not known what their advanced factions or ideological positions will be.
74eaf085d30bce997018776ed93021f0b2610840
File:Zeitgeist.png
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da39a3ee5e6b4b0d3255bfef95601890afd80709
Zeitgeist
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{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
'''Zeitgeist''' is a defining factor of the [[council]] and [[faction]] system that ties together with the {{twi|Idea Tree}} and Council laws. All ideas and laws fit onto the axes of ''{{twi|Survival||no}}'', ''{{twi|Economy||no}}'', and ''{{twi|Society||no}}''. Each community tends to favour a certain position on each axis.
The city will also favour an ideological position due to the player's actions, such as construction, research, and laws passed. The current Zeitgeist of the player's city can be viewed as bars in the bottom left of the screen.
==Ideological positions==
The ideological positions for Survival are called Adaptation and Progress.
The ideological positions for Economy are called Equality and Merit.
The ideological positions for Society are called Reason and Tradition.
==Ideologies List==
{{Card-half
|title=Adaptation
|image=Adaptation.png
|target=Adaptation
}}
{{Card-half
|title=Progress
|image=Progress.png
|target=Progress
}}
{{Card-half
|title=Equality
|image=Equality.png
|target=Equality
}}
{{Card-half
|title=Merit
|image=Merit.png
|target=Merit
}}
{{Card-half
|title=Reason
|image=Reason.png
|target=Reason
}}
{{Card-half
|title=Tradition
|image=Tradition.png
|target=Tradition
}}
==Communities and Factions==
Communities and [[Faction]]s tend to prefer certain solutions and positions. Using actions that support their ideology will increase relations with that faction.
For example, the Iceblood faction prefers Survival Adaptation, Economic Merit, and Societal Tradition.
ee90df1d2504a20ba1cc1f614a767ab857100058
File:Outpost Organisation.png
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da39a3ee5e6b4b0d3255bfef95601890afd80709
Outpost Organisation
0
380
948
2024-04-27T08:48:53Z
Stankosh
7
Created page with "{{#set: icon=File:Frostland.png}} [[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|Which Basis should our frostland outposts be organised?}} {{PAGENAME}}..."
wikitext
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{{#set: icon=File:Frostland.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|Which Basis should our frostland outposts be organised?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks Resilient and Productive Outposts {{twi|Law|Laws}} that decrease Outpost Upkeep or increase Outpost Production Efficiency.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Resilent Outposts
|Zeitgeist=Adaptation
|Idea Required=Railways
|Idea Unlocks=
|Idea Cost=0
|Research Duration=
|Law=Resilient Outposts
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Reislient Outposts}} Law. It extremely decreases Outpost Upkeep.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Productive Outposts
|Zeitgeist=Progress
|Idea Required=Railways
|Idea Unlocks=
|Idea Cost=0
|Research Duration=
|Building=Productive Outposts
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Prodcutive Outposts}} Law. Significantly increases Outpost Production Efficiency.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
6a7c376a023043f1721eb228a0297829504dcdd0
Freight Docks
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{{#set: icon=File:Frostland.png}}
[[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|How we can optimize rail transport?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Logistics District}} Freight Dock Building that increace {{twi|Trail}} and {{twi|Railway}} capacity.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Attended Freight Dock
|Zeitgeist=Adaptation
|Idea Required=Railways
|Idea Unlocks=
|Idea Cost=200
|Research Duration=
|Building=Attended Freight Dock
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Attended Freight Dock}} Building. It significantly increases {{twi|Railway}} capacity and increase {{twi|Trail}} capacity by 30 000%. It also requires more {{twi|Workforce}} than Progress variant.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Automated Freight Dock
|Zeitgeist=Progress
|Idea Required=Railways
|Idea Unlocks=
|Idea Cost=200
|Research Duration=
|Building=Automated Freight Dock
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Automated Freight Dock}} Building. It increases {{twi|Railway}} capacity and increase {{twi|Trail}} capacity by 50 000%
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
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File:Sawmills.png
6
381
950
2024-04-27T12:08:05Z
Stankosh
7
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da39a3ee5e6b4b0d3255bfef95601890afd80709
Idea Tree
0
188
951
921
2024-04-27T12:16:14Z
Stankosh
7
/* Survival */
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{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are three sections to the Idea Tree in Frostpunk 2: Survival, Economy, and Society. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). These can produce [[building]]s or [[council]] laws as results.
Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research and supporting one faction's proposal will shift the Zeitgeist towards their ideology. All options can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law. Research takes a variable amount of time and can be sped up by constructing additional {{twi|Research Institute|Research Institutes}} and {{twi|Teaching Hospital|Teaching Hospitals}} or passing certain laws, such as [[Mandatory Schools]].
When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmills}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mine}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractor
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouse}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
==Society==
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Crime Elimination
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|relationships}}
***Procreation
1a438a2a606a1f55edd95e6e16ad892b1d99135d
960
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2024-04-27T12:44:12Z
Stankosh
7
wikitext
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{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are three sections to the Idea Tree in Frostpunk 2: Survival, Economy, and Society. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). These can produce [[building]]s or [[council]] laws as results.
Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research and supporting one faction's proposal will shift the Zeitgeist towards their ideology. All options can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law. Research takes a variable amount of time and can be sped up by constructing additional {{twi|Research Institute|Research Institutes}} and {{twi|Teaching Hospital|Teaching Hospitals}} or passing certain laws, such as [[Mandatory Schools]].
When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Survival==
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmills}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mines}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractors
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
==Economy==
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
==Society==
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Crime Elimination
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|Relationships}}
***Procreation
58e3ee040f991d649e34e09a8cfc018689140134
Sawmills
0
382
952
2024-04-27T12:17:35Z
Stankosh
7
Created page with "{{#set: icon=File:Frostland.png}} [[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]] {{quote|How we can optimize rail transport?}} {{PAGENAME}} is one of the {{twi..."
wikitext
text/x-wiki
{{#set: icon=File:Frostland.png}}
[[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|How we can optimize rail transport?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Logistics District}} Freight Dock Building that increace {{twi|Trail}} and {{twi|Railway}} capacity.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Attended Freight Dock
|Zeitgeist=Adaptation
|Idea Required=Railways
|Idea Unlocks=Charcoal Plants
|Idea Unlocks2=Ironworks
|Idea Unlocks3=Woodworks
|Idea Cost=80
|Research Duration=15
|Building=Untreated Wood Sawmill
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Untreated Wood Sawmill}} Building. It produces less {{Twi|Materials}} than Progress Variant, but demands less {{twi|Heat}}. It also slightly increases {{twi|Disease}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Attended Freight Dock
|Zeitgeist=Progress
|Idea Required=Railways
|Idea Unlocks=Charcoal Plants
|Idea Unlocks2=Ironworks
|Idea Unlocks3=Woodworks
|Idea Cost=80
|Research Duration=15
|Building=Mechanised Sawmill
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Mechanised Sawmill}} Building. It produces more {{Twi|Materials}} than Adaptation Variant, but demands more {{twi|Heat}}. It also significantly increases {{twi|Squalor}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
01b69a18e813a44ec971b4262ce1207fe4093f67
958
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2024-04-27T12:32:24Z
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7
wikitext
text/x-wiki
{{#set: icon=File:Frostland.png}}
[[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|How we can optimize rail transport?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Extraction District}} Sawmill Building that produces {{twi|Materials}} from Wood deposits.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Attended Freight Dock
|Zeitgeist=Adaptation
|Idea Required=Railways
|Idea Unlocks=Charcoal Plants
|Idea Unlocks2=Ironworks
|Idea Unlocks3=Woodworks
|Idea Cost=80
|Research Duration=15
|Building=Untreated Wood Sawmill
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Untreated Wood Sawmill}} Building. It produces less {{Twi|Materials}} than Progress Variant, but demands less {{twi|Heat}}. It also slightly increases {{twi|Disease}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Attended Freight Dock
|Zeitgeist=Progress
|Idea Required=Railways
|Idea Unlocks=Charcoal Plants
|Idea Unlocks2=Ironworks
|Idea Unlocks3=Woodworks
|Idea Cost=80
|Research Duration=15
|Building=Mechanised Sawmill
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Mechanised Sawmill}} Building. It produces more {{Twi|Materials}} than Adaptation Variant, but demands more {{twi|Heat}}. It also significantly increases {{twi|Squalor}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
992023befb31b38075f4a5241710e2498ffc0950
959
958
2024-04-27T12:40:07Z
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7
wikitext
text/x-wiki
{{#set: icon=File:Materials.png}}
[[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|How do we increase our materials production from wood?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Extraction District}} Sawmill Building that produces {{twi|Materials}} from Wood deposits.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Attended Freight Dock
|Zeitgeist=Adaptation
|Idea Required=Railways
|Idea Unlocks=Charcoal Plants
|Idea Unlocks2=Ironworks
|Idea Unlocks3=Woodworks
|Idea Cost=80
|Research Duration=15
|Building=Untreated Wood Sawmill
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Untreated Wood Sawmill}} Building. It produces less {{Twi|Materials}} than Progress Variant, but demands less {{twi|Heat}}. It also slightly increases {{twi|Disease}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Attended Freight Dock
|Zeitgeist=Progress
|Idea Required=Railways
|Idea Unlocks=Charcoal Plants
|Idea Unlocks2=Ironworks
|Idea Unlocks3=Woodworks
|Idea Cost=80
|Research Duration=15
|Building=Mechanised Sawmill
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Mechanised Sawmill}} Building. It produces more {{Twi|Materials}} than Adaptation Variant, but demands more {{twi|Heat}}. It also significantly increases {{twi|Squalor}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
ce7951763afb606ec7b2dd7217ac4d470ffa700e
Railways
0
364
953
903
2024-04-27T12:18:43Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Frostland.png}}
[[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|How can we allow trains to reclaim the frostland?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Railway}} to be constructed in the {{twi|Frostland}} connecting Territories and Outposts to the City.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Name=Heated Railway Tracks
|Zeitgeist=Neutral
|Idea Required=Logistics Bays
|Idea Unlocks=Outpost Organisation
|Idea Unlocks2=Freight Docks
|Idea Cost=100
|Research Duration=24
|Building=Railway
}}
Railroads connection can be built in frostland, allowing to ship more resources from colonies and outposts.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Machinists}}
*{{twi|Icebloods}}
*{{twi|Technocrats}}
18ac2e333a9486fb4b7a1c0bd5e12b72546fac61
Logistics Bays
0
355
954
884
2024-04-27T12:19:34Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Frostland.png}}
[[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|How can we support more {{twi|Frostland Teams}}?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks addition {{twi|Logistics District}} Building: Logistics Bay that is focused on increasing the amount of available {{twi|Frostland Teams}}.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Harvester Hangars
|Idea Unlocks2=Scout Training
|Idea Unlocks3=Railways
|Idea Cost=50
|Research Duration=15
|Building=Vanguard Logistics Bay
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Vanguard Logistics Bay}}} Building. It requires more {{twi|workforce}} than Progress variant but produces significantly more {{twi|Frostland Teams}}
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Harvester Hangars
|Idea Unlocks2=Scout Training
|Idea Unlocks3=Railways
|Idea Cost=50
|Research Duration=15
|Building=Automated Logistics Bay
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Automated Logistics Bay}} Building. It requires less {{twi|workforce}} than Adaptation variant and overall way less effective.
Following {{twi|Factions|Communities and Factions}} can develop Progress {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
71cc1b3d3236d79bcbe6a98c57a74eba37c62039
Template:Idea
10
320
955
813
2024-04-27T12:21:06Z
Stankosh
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{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Idea info
|-
{{#if: {{{Zeitgeist|}}}||{{!}}-}} | width="30%" | [[Zeitgeist]] || [[{{#show:{{{Zeitgeist}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Zeitgeist}}}|24px|class=mr-35]] [[{{{Zeitgeist|N/A}}}]]
|-
{{#if: {{{Idea Required|}}}||{{!}}-}} | width="30%" | Idea Required || [[{{#show:{{{Idea Required}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Required}}}|24px|class=mr-35]] [[{{{Idea Required|N/A}}}]]
|-
{{#if: {{{Idea Unlocks|}}}||{{!}}-}} | Idea Unlocks || [[{{#show:{{{Idea Unlocks}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks}}}|24px|class=mr-35]] [[{{{Idea Unlocks|N/A}}}]]
|-
{{#if: {{{Idea Unlocks2|}}}||{{!}}-}} | Idea Unlocks || [[{{#show:{{{Idea Unlocks2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks2}}}|24px|class=mr-35]] [[{{{Idea Unlocks|N/A}}}]]
|-
{{#if: {{{Idea Unlocks3|}}}||{{!}}-}} | Idea Unlocks || [[{{#show:{{{Idea Unlocks3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks3}}}|24px|class=mr-35]] [[{{{Idea Unlocks|N/A}}}]]
|-
{{#if: {{{Idea Cost|}}}||{{!}}-}} | Idea Cost || {{{Idea Cost|N/A}}} [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]]
|-
{{#if: {{{Research Duration|}}}||{{!}}-}} | Research Base Duration || {{{Research Base Duration|N/A}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Idea unlocks
|-
{{#if: {{{Building|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Building}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Building}}}|24px|class=mr-35]] [[{{{Building|N/A}}}]]
|-
{{#if: {{{Law|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Law}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Law}}}|24px|class=mr-35]] [[{{{Law|N/A}}}]]
|}
ec398c1217bff28956c1eec7c2d1e990bc17049a
956
955
2024-04-27T12:21:56Z
Stankosh
7
wikitext
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{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Idea info
|-
{{#if: {{{Zeitgeist|}}}||{{!}}-}} | width="30%" | [[Zeitgeist]] || [[{{#show:{{{Zeitgeist}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Zeitgeist}}}|24px|class=mr-35]] [[{{{Zeitgeist|N/A}}}]]
|-
{{#if: {{{Idea Required|}}}||{{!}}-}} | width="30%" | Idea Required || [[{{#show:{{{Idea Required}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Required}}}|24px|class=mr-35]] [[{{{Idea Required|N/A}}}]]
|-
{{#if: {{{Idea Unlocks|}}}||{{!}}-}} | Idea Unlocks || [[{{#show:{{{Idea Unlocks}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks}}}|24px|class=mr-35]] [[{{{Idea Unlocks|N/A}}}]]
|-
{{#if: {{{Idea Unlocks2|}}}||{{!}}-}} | Idea Unlocks || [[{{#show:{{{Idea Unlocks2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks2}}}|24px|class=mr-35]] [[{{{Idea Unlocks2|N/A}}}]]
|-
{{#if: {{{Idea Unlocks3|}}}||{{!}}-}} | Idea Unlocks || [[{{#show:{{{Idea Unlocks3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks3}}}|24px|class=mr-35]] [[{{{Idea Unlocks3|N/A}}}]]
|-
{{#if: {{{Idea Cost|}}}||{{!}}-}} | Idea Cost || {{{Idea Cost|N/A}}} [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]]
|-
{{#if: {{{Research Duration|}}}||{{!}}-}} | Research Base Duration || {{{Research Base Duration|N/A}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Idea unlocks
|-
{{#if: {{{Building|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Building}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Building}}}|24px|class=mr-35]] [[{{{Building|N/A}}}]]
|-
{{#if: {{{Law|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Law}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Law}}}|24px|class=mr-35]] [[{{{Law|N/A}}}]]
|}
8ba79c1190e9b2f5dee34aded1ed96a0fb6ed754
957
956
2024-04-27T12:22:33Z
Stankosh
7
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{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Idea info
|-
{{#if: {{{Zeitgeist|}}}||{{!}}-}} | width="30%" | [[Zeitgeist]] || [[{{#show:{{{Zeitgeist}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Zeitgeist}}}|24px|class=mr-35]] [[{{{Zeitgeist|N/A}}}]]
|-
{{#if: {{{Idea Required|}}}||{{!}}-}} | width="30%" | Idea Required || [[{{#show:{{{Idea Required}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Required}}}|24px|class=mr-35]] [[{{{Idea Required|N/A}}}]]
|-
{{#if: {{{Idea Unlocks|}}}||{{!}}-}} | Idea Unlocks || [[{{#show:{{{Idea Unlocks}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks}}}|24px|class=mr-35]] [[{{{Idea Unlocks|N/A}}}]]
|-
{{#if: {{{Idea Unlocks2|}}}||{{!}}-}} | || [[{{#show:{{{Idea Unlocks2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks2}}}|24px|class=mr-35]] [[{{{Idea Unlocks2|N/A}}}]]
|-
{{#if: {{{Idea Unlocks3|}}}||{{!}}-}} | || [[{{#show:{{{Idea Unlocks3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks3}}}|24px|class=mr-35]] [[{{{Idea Unlocks3|N/A}}}]]
|-
{{#if: {{{Idea Cost|}}}||{{!}}-}} | Idea Cost || {{{Idea Cost|N/A}}} [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]]
|-
{{#if: {{{Research Duration|}}}||{{!}}-}} | Research Base Duration || {{{Research Base Duration|N/A}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Idea unlocks
|-
{{#if: {{{Building|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Building}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Building}}}|24px|class=mr-35]] [[{{{Building|N/A}}}]]
|-
{{#if: {{{Law|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Law}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Law}}}|24px|class=mr-35]] [[{{{Law|N/A}}}]]
|}
e66003b4db40f1e83470bbc225eaf97b51d4fc3d
Dust Coal Mine
0
191
961
558
2024-04-27T12:49:24Z
Stankosh
7
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{{Building
|Zeitgeist=Adaptation
|Idea Required=Coal Mines
|Workforce Construction=400
|Heatstamps Construction=80
|Workforce Requirements=400
|Materials Demand=20
|Heat Demand=
|Output1=Coal
|Output1 Amount=150
|Output2=Disease
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:Coal Mine.png}}
{{Quote|Mining operation where residue coal dust is sucked up and compressed into briquettes to make maximum use of the resource.|Frostpunk 2}}
{{PAGENAME}} is one of the {{twi|Extraction District#Extraction District Buildings|Extraction District Buildings}} in {{GAMENAME}}. It produces {{twi|Coal}} and Slightly increases {{twi|Disease}}.
809a5d790f6c5d3960334c7404da93945076d66a
963
961
2024-04-27T12:50:07Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Zeitgeist=Adaptation
|Image=Coal Mine.png
|Idea Required=Coal Mines
|Workforce Construction=400
|Heatstamps Construction=80
|Workforce Requirements=400
|Materials Demand=20
|Heat Demand=
|Output1=Coal
|Output1 Amount=150
|Output2=Disease
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:Coal Mine.png}}
{{Quote|Mining operation where residue coal dust is sucked up and compressed into briquettes to make maximum use of the resource.|Frostpunk 2}}
{{PAGENAME}} is one of the {{twi|Extraction District#Extraction District Buildings|Extraction District Buildings}} in {{GAMENAME}}. It produces {{twi|Coal}} and Slightly increases {{twi|Disease}}.
eb3d892a76a4b774b32fb1698b3c421b8f5c0c0b
Coal Mines
0
383
962
2024-04-27T12:49:41Z
Stankosh
7
Created page with "{{#set: icon=File:Coal.png}} [[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]] {{quote|How we can optimize rail transport?}} {{PAGENAME}} is one of the {{twi|Idea..."
wikitext
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{{#set: icon=File:Coal.png}}
[[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|How we can optimize rail transport?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Extraction District}} Sawmill Building that produces {{twi|Materials}} from Wood deposits.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Dust Coal Mine
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Geothermal Plants
|Idea Unlocks2=Advanced Coal Mines
|Idea Cost=80
|Research Duration=15
|Building=Dust Coal Mine
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Dust Coal Mine}} Building. It produces less {{Twi|Coal}} than Progress Variant but demands less {{twi|Materials}}. It also slightly increases {{twi|Disease}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Grinding Coal Mine
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Geothermal Plants
|Idea Unlocks2=Advanced Coal Mines
|Idea Cost=80
|Research Duration=15
|Building=Grinding Coal Mine
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Grinding Coal Mine}} Building. It produces more {{Twi|Coal}} than Adaptation Variant, but demands more {{twi|Materials}}. It also increases {{twi|Squalor}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
437a830a75e345e269ce8dc8a2766052b0daf276
District
0
132
964
780
2024-04-27T12:53:12Z
Stankosh
7
wikitext
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{{SEO}}
Districts are the most basic building mechanic in {{GAMENAME}}. They allow city to function and provide it with the {{twi|resources}}.
Most districts take up multiple [[Tile]]s and take {{twi|heatstamps}} to build. Some must be built starting from [[resource]] deposits (eg fertile ground). Districts have adjacency bonuses, for example reducing [[heat]] cost, or adjacency maluses creating problems like {{twi|squalor}}.
Districts can be expanded to produce more resources. Expanded districts can contain [[building]]s as an upgrade of their potential.
Districts can have special actions like Emergency Shifts, or Half Shifts. Buildings can enable actions like Emergency Session or Rush Researchers. The district can be turned off using the "power button" at the bottom of the menu.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have its own unique and specific role in the city.
{{Card
|header=[[Central District]]
|image=Central District Card.png
|target=Central District
|content=Central District houses Generator and other important City buildings like Council
|footer=<span class="float-right">[[Central District|More info on Central District>]]</span>
}}
{{Card
|header=[[Industrial District]]
|image=Industrial District Card.png
|target=Industrial District
|content=Production of processed goods and other materials.
|footer=<span class="float-right">[[Industrial District|More info on Industrial District>]]</span>
}}
{{Card
|header=[[Logistics District]]
|image=Logistics District Card.png
|target=Logistics District
|content=Enables sending frostland charting expeditions and moving resources between cities and outposts.
|footer=<span class="float-right">[[Logistics District|More info on Logistics District>]]</span>
}}
{{Card
|header=[[Extraction District]]
|image=Extraction District Card.png
|target=Extraction District
|content=Raw Resources extraction. Can be constructed on different types of deposits.
|footer=<span class="float-right">[[Extraction District|More info on Extraction District>]]</span>
}}
{{Card
|header=[[Food District]]
|image=Food District Card.png
|target=Food District
|content=Production of Food to eat.
|footer=<span class="float-right">[[Food District|More info on Food District>]]</span>
}}
{{Card
|header=[[Housing District]]
|image=Housing District Card.png
|target=Housing District
|content=Houses and other buildings necessary to provide reliable shelter.
|footer=<span class="float-right">[[Housing District|More info on Housing District>]]</span>
}}
=={{GAMENAME}} Hub Types==
{{Card-half|title=Air Transport Hub|image=Air Transport Hub District.png|target=Air Transport Hub}}
Reduces workforce costs in a 2-tile radius around it.
b17a7734b640d4afad1d80419c883b1c37de7b2e
File:Hothouses.png
6
384
965
2024-04-27T13:08:25Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Hothouses
0
385
966
2024-04-27T13:14:32Z
Stankosh
7
Created page with "{{#set: icon=File:Food.png}} [[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|How can we produce more food?}} {{PAGENAME}} is one of the {{twi|Idea Tree|I..."
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{{#set: icon=File:Food.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we produce more food?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Food District}} hothouse Buildings that produces {{twi|Food}} from Food deposits.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Biowaste Drum Hothouse
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Advanced Hothouses
|Idea Cost=50
|Research Duration=15
|Building=Biowaste Drum Hothouse
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Biowaste Drum Hothouse}} Building. It produces more {{Twi|Food}} than Progress Variant, and demands less {{twi|Heat}}, but requires more {{twi|Workforce}}. It also slightly increases {{twi|Disease}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Chemical Drum Hothouse
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Advanced Hothouses
|Idea Cost=50
|Research Duration=15
|Building=Chemical Drum Hothouse
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Chemical Drum Hothouse}} Building. It produces less {{Twi|Materials}} than Adaptation Variant. It also slightly increases {{twi|Squalor}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
32187049485e942a141e1ed211accab0523e0d5e
967
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{{#set: icon=File:Food.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we produce more food?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Food District}} hothouse Buildings that produces {{twi|Food}} from Food deposits.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Biowaste Drum Hothouse
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Advanced Hothouses
|Idea Cost=50
|Research Duration=15
|Building=Biowaste Drum Hothouse
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Biowaste Drum Hothouse}} Building. It produces more {{Twi|Food}} than Progress Variant, and demands less {{twi|Heat}}, but requires more {{twi|Workforce}}. It also slightly increases {{twi|Disease}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Chemical Drum Hothouse
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Advanced Hothouses
|Idea Cost=50
|Research Duration=15
|Building=Chemical Drum Hothouse
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Chemical Drum Hothouse}} Building. It produces less {{Twi|Food}} than Adaptation Variant. It also slightly increases {{twi|Squalor}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
af5eb13178151b106a2ddb6e0a50462df06bc759
Foragers
0
386
968
2024-04-27T13:17:22Z
Stankosh
7
Redirected page to [[Faction#Foragers]]
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#REDIRECT [[Faction#Foragers]]
1ab5936f64ec27de682e84dbb09471521c05190f
Icebloods
0
387
969
2024-04-27T13:17:54Z
Stankosh
7
Redirected page to [[Faction#Icebloods]]
wikitext
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#REDIRECT [[Faction#Icebloods]]
fe42a32aa458ae8693670a6e9a8be3a09257a5ad
Machinists
0
388
970
2024-04-27T13:18:04Z
Stankosh
7
Redirected page to [[Faction#Machinists]]
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#REDIRECT [[Faction#Machinists]]
1b6011426acf0cca01fa26f3707492d904556e36
Technocrats
0
389
971
2024-04-27T13:18:13Z
Stankosh
7
Redirected page to [[Faction#Technocrats]]
wikitext
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#REDIRECT [[Faction#Technocrats]]
fca1f468fffa9dc83b59f7030866b17a804557e1
File:Filtration Towers.png
6
390
972
2024-04-27T13:44:42Z
Stankosh
7
wikitext
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da39a3ee5e6b4b0d3255bfef95601890afd80709
Filtration Towers
0
391
973
2024-04-27T13:54:08Z
Stankosh
7
Created page with "{{#set: icon=File:Food.png}} [[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|How can we improve the air in the City?}} {{PAGENAME}} is one of the {{twi|I..."
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{{#set: icon=File:Food.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we improve the air in the City?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Housing District}} Filtration Tower Buildings that lowers the {{twi|Squalor}} problem in the City.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Moss-Filtration Tower
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Waste Management Facilities
|Idea Cost=50
|Research Duration=15
|Building=Moss-Filtration Tower
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Moss-Filtration Tower}} Building. It decrease {{twi|Squalor}} more than Progress Variant, and demands less {{twi|Heat}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Ventilation Tower
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Waste Management Facilities
|Idea Cost=50
|Research Duration=15
|Building=Ventilation Tower
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Ventilation Tower}} Building. It decrease {{twi|Squalor}} less than Adaptation Variant and demands more {{twi|Heat}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
5b4e7c438062429081b0329f609dfc83ecb01bae
974
973
2024-04-27T14:03:21Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Squalor.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we improve the air in the City?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Housing District}} Filtration Tower Buildings that lowers the {{twi|Squalor}} problem in the City.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Moss-Filtration Tower
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Waste Management Facilities
|Idea Cost=50
|Research Duration=15
|Building=Moss-Filtration Tower
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Moss-Filtration Tower}} Building. It decrease {{twi|Squalor}} more than Progress Variant, and demands less {{twi|Heat}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Ventilation Tower
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Waste Management Facilities
|Idea Cost=50
|Research Duration=15
|Building=Ventilation Tower
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Ventilation Tower}} Building. It decrease {{twi|Squalor}} less than Adaptation Variant and demands more {{twi|Heat}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
ed4e8ff06bed388f08c448189b7dba6c5b3a2853
985
974
2024-04-28T07:35:34Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Squalor.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we improve the air in the City?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Housing District}} Filtration Tower Buildings that lowers the {{twi|Squalor}} problem in the City.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Moss-Filtration Tower
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Waste Management Facilities
|Idea Cost=50
|Research Duration=15
|Building=Moss-Filtration Tower
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Moss-Filtration Tower}} Building. It decrease {{twi|Squalor}} more than Progress Variant, and demands less {{twi|Heat}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Ventilation Tower
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Waste Management Facilities
|Idea Cost=50
|Research Duration=15
|Building=Ventilation Tower
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Ventilation Tower}} Building. It decreases {{twi|Squalor}} less than Adaptation Variant and demands more {{twi|Heat}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
7bb559718908f418c9cacb439fa019a219839bed
File:Advanced Hothouses.png
6
392
975
2024-04-27T14:26:42Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Advanced Hothouses
0
393
976
2024-04-27T14:26:53Z
Stankosh
7
Created page with "{{#set: icon=File:Food.png}} [[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|How can we further improve food production?}} {{PAGENAME}} is one of the {{t..."
wikitext
text/x-wiki
{{#set: icon=File:Food.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we further improve food production?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Food District}} Advanced Hothouse Buildings that produces even more {{twi|Food}} from Food deposits.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Biomass Drum Hothouse
|Zeitgeist=Adaptation
|Idea Required=Hothouses
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Biomass Drum Hothouse
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Biomass Drum Hothouse}} Building. It produces more {{Twi|Food}} than Progress Variant, and demands less {{twi|Heat}}, but requires more {{twi|Workforce}}. It also increases {{twi|Disease}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Catalyst Drum Hothouse
|Zeitgeist=Progress
|Idea Required=Hothouses
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Catalyst Drum Hothouse
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Catalyst Drum Hothouse}} Building. It produces less {{Twi|Food}} than Adaptation Variant. It also increases {{twi|Squalor}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
de8e5b1668e40f4ecaa43310a2d6c3e5f6868541
File:Woodworks.png
6
394
977
2024-04-27T14:59:35Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Sawmills
0
382
978
959
2024-04-27T15:00:15Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Materials.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How do we increase our materials production from wood?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Extraction District}} Sawmill Building that produces {{twi|Materials}} from Wood deposits.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Attended Freight Dock
|Zeitgeist=Adaptation
|Idea Required=Railways
|Idea Unlocks=Charcoal Plants
|Idea Unlocks2=Ironworks
|Idea Unlocks3=Woodworks
|Idea Cost=80
|Research Duration=15
|Building=Untreated Wood Sawmill
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Untreated Wood Sawmill}} Building. It produces less {{Twi|Materials}} than Progress Variant, but demands less {{twi|Heat}}. It also slightly increases {{twi|Disease}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Attended Freight Dock
|Zeitgeist=Progress
|Idea Required=Railways
|Idea Unlocks=Charcoal Plants
|Idea Unlocks2=Ironworks
|Idea Unlocks3=Woodworks
|Idea Cost=80
|Research Duration=15
|Building=Mechanised Sawmill
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Mechanised Sawmill}} Building. It produces more {{Twi|Materials}} than Adaptation Variant, but demands more {{twi|Heat}}. It also significantly increases {{twi|Squalor}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
2561b04fdd79a3243660e74304851554bf0fe852
979
978
2024-04-27T15:01:31Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Materials.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How do we increase our materials production from wood?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Extraction District}} Sawmill Building that produces {{twi|Materials}} from Wood deposits.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Attended Freight Dock
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Charcoal Plants
|Idea Unlocks2=Ironworks
|Idea Unlocks3=Woodworks
|Idea Cost=80
|Research Duration=15
|Building=Untreated Wood Sawmill
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Untreated Wood Sawmill}} Building. It produces less {{Twi|Materials}} than Progress Variant, but demands less {{twi|Heat}}. It also slightly increases {{twi|Disease}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Attended Freight Dock
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Charcoal Plants
|Idea Unlocks2=Ironworks
|Idea Unlocks3=Woodworks
|Idea Cost=80
|Research Duration=15
|Building=Mechanised Sawmill
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Mechanised Sawmill}} Building. It produces more {{Twi|Materials}} than Adaptation Variant, but demands more {{twi|Heat}}. It also significantly increases {{twi|Squalor}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
c0d2e53741fdf25d777fc690a7361562bd4be085
980
979
2024-04-27T15:03:22Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Materials.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How do we increase our materials production from wood?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Extraction District}} Sawmill Building that produces {{twi|Materials}} from Wood deposits.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Untreated Wood Sawmill
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Charcoal Plants
|Idea Unlocks2=Ironworks
|Idea Unlocks3=Woodworks
|Idea Cost=80
|Research Duration=15
|Building=Untreated Wood Sawmill
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Untreated Wood Sawmill}} Building. It produces less {{Twi|Materials}} than Progress Variant, but demands less {{twi|Heat}}. It also slightly increases {{twi|Disease}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Mechanised Sawmill
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Charcoal Plants
|Idea Unlocks2=Ironworks
|Idea Unlocks3=Woodworks
|Idea Cost=80
|Research Duration=15
|Building=Mechanised Sawmill
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Mechanised Sawmill}} Building. It produces more {{Twi|Materials}} than Adaptation Variant, but demands more {{twi|Heat}}. It also significantly increases {{twi|Squalor}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
824a00c78f13abb95059622dcfe39969b342aeb8
Woodworks
0
395
981
2024-04-27T15:04:54Z
Stankosh
7
Created page with "{{#set: icon=File:Materials.png}} [[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|How do we increase our materials production from wood?}} {{PAGENAME}} i..."
wikitext
text/x-wiki
{{#set: icon=File:Materials.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How do we increase our materials production from wood?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Extraction District}} Woodworks Buildings that produces even more {{twi|Materials}} from Wood deposits.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Raw Log Woodworks
|Zeitgeist=Adaptation
|Idea Required=Sawmills
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Raw Log Woodworks
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Raw Log Woodworks}} Building. It produces less {{Twi|Materials}} than Progress Variant, but demands less {{twi|Heat}}. It also slightly increases {{twi|Disease}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Buzzblade Woodworks
|Zeitgeist=Progress
|Idea Required=Sawmills
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Buzzblade Woodworks
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Buzzblade Woodworks}} Building. It produces more {{Twi|Materials}} than Adaptation Variant, but demands more {{twi|Heat}}. It also slightly increases {{twi|Squalor}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
709aa034fe12750386bdaaa0a8aa27257a14f35f
File:Steel Foundries.png
6
396
982
2024-04-28T07:15:42Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Steel Foundries
0
397
983
2024-04-28T07:20:30Z
Stankosh
7
Created page with "{{#set: icon=File:Materials.png}} [[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|What is the optimum way to make materials out of iron?}} {{PAGENAME}} i..."
wikitext
text/x-wiki
{{#set: icon=File:Materials.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|What is the optimum way to make materials out of iron?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Extraction District}} Steel Foundry Buildings that produces even more {{twi|Materials}} from Iron deposits.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Name=Steel Foundry
|Zeitgeist=Neutral
|Idea Required=Ironworks
|Idea Unlocks=
|Idea Cost=200
|Research Duration=
|Building=Steel Foundry
}}
Neutral variant of {{PAGENAME}} Idea Research unlocks {{twi|Steel Foundry}} Building. It produces {{Twi|Materials}} and demands significant amount of {{twi|Heat}} and {{twi|Workforce}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Blast Steel Foundry
|Zeitgeist=Progress
|Idea Required=Ironworks
|Idea Unlocks=
|Idea Cost=200
|Research Duration=
|Building=Blast Steel Foundry
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Blast Steel Foundry}} Building. It produces more {{Twi|Materials}}, and demands less {{twi|Workforce}} but increases {{twi|Squalor}}
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
152d4f9861b3d642297da7860e4206fff2902fbe
File:Waste Management Facilities.png
6
398
984
2024-04-28T07:23:44Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Waste Management Facilities
0
399
986
2024-04-28T07:36:30Z
Stankosh
7
Created page with "{{#set: icon=File:Squalor.png}} [[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|How should we manage our waste?}} {{PAGENAME}} is one of the {{twi|Idea T..."
wikitext
text/x-wiki
{{#set: icon=File:Squalor.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How should we manage our waste?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Housing District}} Waste Facility Buildings that lowers the {{twi|Squalor}} problem in the City.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Waste Repurposing Facility
|Zeitgeist=Adaptation
|Idea Required=Filtration Towers
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Waste Repurposing Facility
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Waste Repurposing Facility}} Building. It extremely decreases {{twi|Squalor}} and produce {{twi|Materials}} at the same time.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Waste Incineration Facility
|Zeitgeist=Progress
|Idea Required=Filtration Towers
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Waste Incineration Facility
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Waste Incineration Facility}} Building. It greatly decreases {{twi|Squalor}} but slightly increases {{twi|Disease}}
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
6d885bb7c95c3bc7e1afc21681d94144dbfac647
1000
986
2024-05-01T09:50:14Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Squalor.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How should we manage our waste?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Industrial District}} Waste Facility Buildings that lowers the {{twi|Squalor}} problem in the City.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Waste Repurposing Facility
|Zeitgeist=Adaptation
|Idea Required=Filtration Towers
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Waste Repurposing Facility
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Waste Repurposing Facility}} Building. It extremely decreases {{twi|Squalor}} and produce {{twi|Materials}} at the same time.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Waste Incineration Facility
|Zeitgeist=Progress
|Idea Required=Filtration Towers
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Waste Incineration Facility
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Waste Incineration Facility}} Building. It greatly decreases {{twi|Squalor}} but slightly increases {{twi|Disease}}
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
2c3c7e133a7e06f9d442b01b555a56a8a9dd5397
File:Worker Shifts.png
6
400
987
2024-04-28T07:38:05Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Worker Shifts
0
401
988
2024-04-28T07:55:59Z
Stankosh
7
Created page with "{{#set: icon=File:Heat.png}} [[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|How do optimize working hours?}} {{PAGENAME}} is one of the {{twi|Idea Tree|..."
wikitext
text/x-wiki
{{#set: icon=File:Heat.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How do optimize working hours?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks Working Shifts {{twi|Law}} that optimize the workplaces for lower {{twi|Workforce}} requirements or lowering the {{twi|Heat}} demand across the City.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Weather-Adjusted Shifts
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Waste Heat Conversion
|Idea Cost=0
|Research Duration=
|Law=Weather-Adjusted Shifts
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Weather-Adjusted Shifts}} Law. It slightly decreases {{twi|Heat}} demand and {{twi|Disease}} in the City at the cost of Slightly Decreased {{twi|Resource Production Efficiency}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Machine-Adjusted Shifts
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Waste Heat Conversion
|Idea Cost=100
|Research Duration=
|Law=Machine-Adjusted Shifts
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Machine-Adjusted Shifts}} Law. It slightly decreases {{twi|Workforce}} requirement, but marginally increase {{twi|Squalor}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
3dcc2b01f33923dd1a46cd3425a8b5dc88719e3a
File:Waste Heat Conversion.png
6
402
989
2024-04-28T07:57:44Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Waste Heat Conversion
0
403
990
2024-04-28T08:03:01Z
Stankosh
7
Created page with "{{#set: icon=File:Heat.png}} [[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|How can we stop wasting excess heat?}} {{PAGENAME}} is one of the {{twi|Idea..."
wikitext
text/x-wiki
{{#set: icon=File:Heat.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we stop wasting excess heat?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks Heat Management {{twi|Law}} helps with {{twi|Heat}} generation or increase {{twi|Resource Production Efficiency}}
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Heat Recycling
|Zeitgeist=Adaptation
|Idea Required=Worker Shifts
|Idea Unlocks=New Work Model
|Idea Cost=0
|Research Duration=
|Law=Heat Recycling
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Heat Recycling}} Law. It significantly increases {{twi|Heat}} output per {{twi|Extraction District}}, {{twi|Industrial District}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Heat Reinjection
|Zeitgeist=Progress
|Idea Required=Worker Shifts
|Idea Unlocks=New Work Model
|Idea Cost=0
|Research Duration=
|Law=Heat Reinjection
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Heat Reinjection}} Law. It significantly increases {{twi|Resource Production Efficiency}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
29fcbb985e0f0f9385503a2aa131646090241d13
File:New Work Model.png
6
404
991
2024-04-28T08:04:19Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
New Work Model
0
405
992
2024-04-28T08:14:22Z
Stankosh
7
Created page with "{{#set: icon=File:Heat.png}} [[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|How can we redefine the role of workers to best fit our reality?}} {{PAGENAM..."
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{{#set: icon=File:Heat.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we redefine the role of workers to best fit our reality?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks Work Model {{twi|Law}} that significantly affects the Workforce Requirement in the city or
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Apex Workers
|Zeitgeist=Adaptation
|Idea Required=Waste Heat Conversion
|Idea Unlocks=
|Idea Cost=0
|Research Duration=
|Law=Apex Workers
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks Extreme {{twi|Apex Workers}} Law. It increases {{twi|Resource Production Efficiency}} and decreases {{twi|Heat}} demand.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Icebloods}}
Developing Apex Workers Idea will cause several events throughout the City:
*{{twi|Apex Workers Controversy}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Machine Attendants
|Zeitgeist=Progress
|Idea Required=Waste Heat Conversion
|Idea Unlocks=
|Idea Cost=0
|Research Duration=
|Law=Machine Attendants
}}
Progress variant of {{PAGENAME}} Idea Research unlocks Extreme {{twi|Machine Attendants}} Law. It decreases {{twi|Workforce}} requirement in the City.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Technocrats}}
1285fa6209094136007053314ca2cceb76103797
File:Charcoal Plants.png
6
406
993
2024-04-28T08:16:02Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Charcoal Plants
0
407
994
2024-04-28T09:23:39Z
Stankosh
7
Created page with "{{#set: icon=File:Coal.png}} [[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|How do we make coal out of Wood on a large scale?}} {{PAGENAME}} is one of t..."
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{{#set: icon=File:Coal.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How do we make coal out of Wood on a large scale?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Extraction District}} Charcoal Plant Building that produces {{twi|Coal}} from Wood deposits.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Charcoal Regeneration Plant
|Zeitgeist=Adaptation
|Idea Required=Sawmills
|Idea Unlocks=
|Idea Cost=100
|Research Duration=24
|Building=Charcoal Regeneration Plant
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Charcoal Regeneration Plant}} Building. It produces {{Twi|Coal}} from the Frozen Forest deposits and slightly increase {{twi|Disease}}
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Pyrolytic Charcoal Plant
|Zeitgeist=Progress
|Idea Required=Sawmills
|Idea Unlocks=
|Idea Cost=100
|Research Duration=24
|Building=Pyrolytic Charcoal Plant
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Pyrolytic Charcoal Plant}} Building. It produces less {{Twi|Coal}} than Adaptation Variant, requires more heat and generates {{twi|Squalor}}
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
6ddf2ac75ad85797bbdfe4a03511539749c22d99
File:Ironworks Idea.png
6
408
995
2024-04-28T09:25:59Z
Stankosh
7
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Ironworks
0
409
996
2024-04-28T09:29:48Z
Stankosh
7
Created page with "{{#set: icon=File:Materials.png}} [[File:Ironworks Idea.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|How do we increase our materials production from iron?}} {{PAGENAME}}..."
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{{#set: icon=File:Materials.png}}
[[File:Ironworks Idea.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How do we increase our materials production from iron?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Extraction District}} Ironworks Building that produces {{twi|Materials}} from Iron deposits.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Silica Ironworks
|Zeitgeist=Adaptation
|Idea Required=Sawmills
|Idea Unlocks=Steel Foundries
|Idea Cost=100
|Research Duration=24
|Building=Silica Ironworks
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Silica Ironworks}} Building. It produces {{Twi|Materials}} from the Iron deposits and slightly increase {{twi|Disease}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Crucible Ironworks
|Zeitgeist=Progress
|Idea Required=Sawmills
|Idea Unlocks=Steel Foundries
|Idea Cost=100
|Research Duration=24
|Building=Crucible Ironworks
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Crucible Ironworks}} Building. It produces {{Twi|Materials}} from the Iron deposits and increases {{twi|Squalor}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
ecc11c630ed5a0987a6276247b1af720717b466d
Calibrated Goods Factory
0
410
997
2024-05-01T09:35:50Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Progress |Image=Goods Factory.png |Idea Required=Goods Factories |Workforce Construction=300 |Heatstamps Construction=180 |Workforce Requirements=300 |Ma..."
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{{Building
|Zeitgeist=Progress
|Image=Goods Factory.png
|Idea Required=Goods Factories
|Workforce Construction=300
|Heatstamps Construction=180
|Workforce Requirements=300
|Materials Requirements=60
|Materials Demand=
|Heat Demand=40
|Output1=Goods
|Output1 Amount=30
|Output2=Squalor
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:Goods Factory.png}}
{{Quote|Facility using advanced machinery and production lines to manufacture standardised domestic goods.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the [[Industrial District]] in {{GAMENAME}}. It produces {{twi|Goods}} and Slightly increases {{twi|Squalor}}.
732dff78c5ebf129a6bfe0fc3b53d1ab626568af
Template:Building
10
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998
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2024-05-01T09:37:50Z
Stankosh
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{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]] {{#set:Type=Building}}
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Building info
|-
{{#if: {{{Zeitgeist|}}}||{{!}}-}} | [[Zeitgeist]] || [[{{#show:{{{Zeitgeist}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Zeitgeist}}}|24px|class=mr-35]] [[{{{Zeitgeist|N/A}}}]] {{#set:Zeitgeist={{{Zeitgeist|N/A}}}}}
|-
{{#if: {{{Idea Required|}}}||{{!}}-}} | [[Idea Tree|Idea Required]] || [[{{#show:{{{Idea Required}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Required}}}|24px|class=mr-35]] [[{{{Idea Required|N/A}}}]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Construction Costs
|-
{{#if: {{{Workforce Construction|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Construction|N/A}}} {{#set:Workforce Construction={{{Workforce Construction}}}}}
|-
{{#if: {{{Heatstamps Construction|}}}||{{!}}-}} | [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]] || {{{Heatstamps Construction|N/A}}} {{#set:Heatstamps Construction={{{Heatstamps Construction}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | {{PAGENAME}} Requirements
|-
{{#if: {{{Workforce Requirements|}}}||{{!}}-}} | [[{{#show:Workforce|?icon|link=none|default=File:NoIcon.png}}|link=Workforce|24px|class=mr-35]] [[Workforce]] || {{{Workforce Requirements|N/A}}} {{#set:Workforce Requirements={{{Workforce Requirements}}}}}
|-
{{#if: {{{Materials Requirements|}}}||{{!}}-}} | [[{{#show:Materials|?icon|link=none|default=File:NoIcon.png}}|link=Materials|24px|class=mr-35]] [[Materials]] || {{{Materials Requirements|N/A}}} {{#set:Materials Requirements={{{Materials Requirements}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Demand
|-
{{#if: {{{Materials Demand|}}}||{{!}}-}} | [[{{#show:Materials|?icon|link=none|default=File:NoIcon.png}}|link=Materials|24px|class=mr-35]] [[Materials]] || {{{Materials Demand|N/A}}} {{#set:Materials Demand={{{Materials Demand}}}}}
|-
{{#if: {{{Heat Demand|}}}||{{!}}-}} | [[{{#show:Heat|?icon|link=none|default=File:NoIcon.png}}|link=Heat|24px|class=mr-35]] [[Heat]] || {{{Heat Demand|N/A}}} {{#set:Heat Demand={{{Heat Demand}}}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Output
|-
|-
{{#if: {{{Output1|}}}||{{!}}-}} | [[{{#show:{{{Output1}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output1}}}|24px|class=mr-35]] [[Output::{{{Output1}}} | {{{Output1}}}]] || {{{Output1 Amount|N/A}}} {{#set:{{{Output1}}}={{{Output1 Amount}}}}}
|-
{{#if: {{{Output2|}}}||{{!}}-}} | [[{{#show:{{{Output2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output2}}}|24px|class=mr-35]] [[Output::{{{Output2}}} | {{{Output2}}}]] || {{{Output2 Amount|N/A}}} {{#set:{{{Output2}}}={{{Output2 Amount}}}}}
|-
{{#if: {{{Output3|}}}||{{!}}-}} | [[{{#show:{{{Output3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output3}}}|24px|class=mr-35]] [[Output::{{{Output3}}} | {{{Output3}}}]] || {{{Output3 Amount|N/A}}} {{#set:{{{Output3}}}={{{Output3 Amount}}}}}
|-
{{#if: {{{Output4|}}}||{{!}}-}} | [[{{#show:{{{Output4}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output4}}}|24px|class=mr-35]] [[Output::{{{Output4}}} | {{{Output4}}}]] || {{{Output4 Amount|N/A}}} {{#set:{{{Output4}}}={{{Output4 Amount}}}}}
|-
{{#if: {{{Output5|}}}||{{!}}-}} | [[{{#show:{{{Output5}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output5}}}|24px|class=mr-35]] [[Output::{{{Output5}}} | {{{Output5}}}]] || {{{Output5 Amount|N/A}}} {{#set:{{{Output5}}}={{{Output5 Amount}}}}}
|-
{{#if: {{{Output6|}}}||{{!}}-}} | [[{{#show:{{{Output6}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Output6}}}|24px|class=mr-35]] [[Output::{{{Output6}}} | {{{Output6}}}]] || {{{Output6 Amount|N/A}}} {{#set:{{{Output6}}}={{{Output6 Amount}}}}}
|}
83cf48a83fa1658acec0f32f4c73485195a00076
Automated Goods Factory
0
411
999
2024-05-01T09:48:02Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Progress |Image=Goods Factory.png |Idea Required=Advanced Goods Factories |Workforce Construction=400 |Heatstamps Construction=350 |Cores Requirements=25..."
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{{Building
|Zeitgeist=Progress
|Image=Goods Factory.png
|Idea Required=Advanced Goods Factories
|Workforce Construction=400
|Heatstamps Construction=350
|Cores Requirements=25
|Workforce Requirements=400
|Materials Requirements=70
|Materials Demand=
|Heat Demand=20
|Output1=Goods
|Output1 Amount=50
|Output2=Squalor
|Output2 Amount=Increased Marginally
}}
{{#set: icon=File:Goods Factory.png}}
{{Quote|Large Factory using semi-automated machinery to manufacture standardised domestic goods.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the [[Industrial District]] in {{GAMENAME}}. It produces more {{twi|Goods}} and marginally increases {{twi|Squalor}}.
1f8bddb09a3441c74a80f7c06fad5932805f9f9b
1001
999
2024-05-01T09:52:19Z
Stankosh
7
wikitext
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{{Building
|Zeitgeist=Progress
|Image=Goods Factory.png
|Idea Required=Waste Management Facilities
|Workforce Construction=600
|Heatstamps Construction=200
|Workforce Requirements=600
|Materials Demand=
|Heat Demand=20
|Output1=Materials
|Output1 Amount=40
|Output2=Squalor
|Output2 Amount=Extremely Decreased
}}
{{#set: icon=File:Goods Factory.png}}
{{Quote|Facility that gathers and sorts through rubbish to retrieve usable materials.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the [[Industrial District]] in {{GAMENAME}}. It produces {{twi|Materials}} from waste and Extremely Desreases {{twi|Squalor}}.
00d097abbe2130e5e52746a9e4161a8f66e9b2c7
1004
1001
2024-05-01T09:54:07Z
Stankosh
7
Undo revision 1001 by [[Special:Contributions/Stankosh|Stankosh]] ([[User talk:Stankosh|talk]])
wikitext
text/x-wiki
{{Building
|Zeitgeist=Progress
|Image=Goods Factory.png
|Idea Required=Advanced Goods Factories
|Workforce Construction=400
|Heatstamps Construction=350
|Cores Requirements=25
|Workforce Requirements=400
|Materials Requirements=70
|Materials Demand=
|Heat Demand=20
|Output1=Goods
|Output1 Amount=50
|Output2=Squalor
|Output2 Amount=Increased Marginally
}}
{{#set: icon=File:Goods Factory.png}}
{{Quote|Large Factory using semi-automated machinery to manufacture standardised domestic goods.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the [[Industrial District]] in {{GAMENAME}}. It produces more {{twi|Goods}} and marginally increases {{twi|Squalor}}.
1f8bddb09a3441c74a80f7c06fad5932805f9f9b
Industrial District
0
187
1002
876
2024-05-01T09:53:01Z
Stankosh
7
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Goods
|Output1 Amount=20
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the [[resource]] consumer {{twi|goods}}. Can be built anywhere with no unlock requirement.
Building adjacent to [[Extraction District]] provides the Shared Worker benefit, reducing the {{twi|workforce}} requirement by 75. Building adjacent to [[Housing District]] inflicts the housing with the {{twi|Squalor}} malus.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}} by adding additional tiles, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 20 {{twi|Goods}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 30 {{twi|Goods}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level. The following options can be chosen in any combination:
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Workers Village
|image=Workers Housing.png
}}
{{Card-half
|title=Workers Dormitory
|image=Workers Housing.png
}}
{{Card-half
|title=Refurbishing Goods Factory
|image=Goods Factory.png
|target=Refurbishing Goods Factory
}}
{{Card-half
|title=Calibrated Goods Factory
|image=Goods Factory.png
}}
{{Card-half
|title=Barebones Goods Factory
|image=Goods Factory.png
}}
{{Card-half
|title=Automated Goods Factory
|image=Goods Factory.png
}}
{{Card-half
|title=Waste Repurposing Facility
|image=Waste Management Facility.png
}}
{{Card-half
|title=Waste Incineration Facility
|image=Waste Management Facility.png
}}
{{Card-half
|title=Pharmaceutical Laboratory
|image=Pharmaceutical Laboratory.png
}}
{{Card-half
|title=Pharmaceutical Testing Laboratory
|image=Pharmaceutical Laboratory.png
}}
5531977b2c24078907d5402a122711dd2f52c825
Waste Repurposing Facility
0
412
1003
2024-05-01T09:53:57Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Adaptation |Image=Waste Management Facility.png |Idea Required=Waste Management Facilities |Workforce Construction=600 |Heatstamps Construction=200 |Work..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Adaptation
|Image=Waste Management Facility.png
|Idea Required=Waste Management Facilities
|Workforce Construction=600
|Heatstamps Construction=200
|Workforce Requirements=600
|Materials Demand=
|Heat Demand=20
|Output1=Materials
|Output1 Amount=40
|Output2=Squalor
|Output2 Amount=Extremely Decreased
}}
{{#set: icon=File:Goods Factory.png}}
{{Quote|Facility that gathers and sorts through rubbish to retrieve usable materials.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the [[Industrial District]] in {{GAMENAME}}. It produces {{twi|Materials}} from waste and Extremely Desreases {{twi|Squalor}}.
5602b652bdfb76989dbdf7e7210a2ef769467678
Workers Dormitory
0
413
1005
2024-05-01T09:56:29Z
Stankosh
7
Created page with "{{Building |Image=Workers Housing.png |Workforce Construction=100 |Heatstamps Construction=120 |Workforce Requirements=100 |Heatstamps Requirement= |Materials Demand= |Heat De..."
wikitext
text/x-wiki
{{Building
|Image=Workers Housing.png
|Workforce Construction=100
|Heatstamps Construction=120
|Workforce Requirements=100
|Heatstamps Requirement=
|Materials Demand=
|Heat Demand=10
|Output1=Shelter
|Output1 Amount=5
|Output2=Disease
|Output2 Amount=Increased Slightly
|Output3=Efficiency
|Output3 Amount=Increased Significantly
}}
{{#set: icon=File:Workers Housing.png}}
{{quote|Boarding house accommodating single workers close to their workplace, limiting commute and increasing productivity.|Ingame Description}}
{{PAGENAME}} is one of the Special Buildings in {{GAMENAME}}. It can be built in {{twi|Food District|Food}}, {{twi|Extraction District|Extraction}} or {{twi|Industrial District}} and increases the {{twi|Shelter}} and Productivity Efficiency.
a61c05a879f63af2c1ea43904c02be915b54f957
1010
1005
2024-05-01T10:06:38Z
Stankosh
7
wikitext
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{{Building
|Zeitgeist=Merit
|Image=Workers Housing.png
|Workforce Construction=100
|Heatstamps Construction=120
|Workforce Requirements=100
|Heatstamps Requirement=
|Materials Demand=
|Heat Demand=10
|Output1=Shelter
|Output1 Amount=5
|Output2=Disease
|Output2 Amount=Increased Slightly
|Output3=Efficiency
|Output3 Amount=Increased Significantly
}}
{{#set: icon=File:Workers Housing.png}}
{{quote|Boarding house accommodating single workers close to their workplace, limiting commute and increasing productivity.|Ingame Description}}
{{PAGENAME}} is one of the Special Buildings in {{GAMENAME}}. It can be built in {{twi|Food District|Food}}, {{twi|Extraction District|Extraction}} or {{twi|Industrial District}} and increases the {{twi|Shelter}} and Productivity Efficiency.
1e63077600758d657436bdacbb840906f697a693
Workers Village
0
373
1006
918
2024-05-01T09:56:52Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Image=Workers Housing.png
|Workforce Construction=100
|Heatstamps Construction=120
|Workforce Requirements=100
|Heatstamps Requirement=2
|Materials Demand=
|Heat Demand=10
|Output1=Shelter
|Output1 Amount=10
|Output2=Efficiency
|Output2 Amount=Increased
}}
{{#set: icon=File:Workers Housing.png}}
{{quote|Subsidised residential complex providing comfortable housing to workers and their families in the immediate vicinity of their workplace.|Ingame Description}}
{{PAGENAME}} is one of the Special Buildings in {{GAMENAME}}. It can be built in {{twi|Food District|Food}}, {{twi|Extraction District|Extraction}} or {{twi|Industrial District}} and increases the {{twi|Shelter}} and Efficiency.
9986abcb715dfcad31b531b080404339bdf6624f
1011
1006
2024-05-01T10:06:52Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Zeitgeist=Equality
|Image=Workers Housing.png
|Workforce Construction=100
|Heatstamps Construction=120
|Workforce Requirements=100
|Heatstamps Requirement=2
|Materials Demand=
|Heat Demand=10
|Output1=Shelter
|Output1 Amount=10
|Output2=Efficiency
|Output2 Amount=Increased
}}
{{#set: icon=File:Workers Housing.png}}
{{quote|Subsidised residential complex providing comfortable housing to workers and their families in the immediate vicinity of their workplace.|Ingame Description}}
{{PAGENAME}} is one of the Special Buildings in {{GAMENAME}}. It can be built in {{twi|Food District|Food}}, {{twi|Extraction District|Extraction}} or {{twi|Industrial District}} and increases the {{twi|Shelter}} and Efficiency.
4739d6933cb4c2c486354d5baf2ba24d998eabd8
Pharmaceutical Laboratory
0
414
1007
2024-05-01T10:01:19Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Neutral |Image=Pharmaceutical Laboratory.png |Idea Required=Pharmaceuticals |Workforce Construction=500 |Heatstamps Construction=180 |Workforce Requireme..."
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{{Building
|Zeitgeist=Neutral
|Image=Pharmaceutical Laboratory.png
|Idea Required=Pharmaceuticals
|Workforce Construction=500
|Heatstamps Construction=180
|Workforce Requirements=500
|Materials Demand=
|Heat Demand=40
|Output1=Disease
|Output1 Amount=Decreases Significantly
}}
{{#set: icon=File:Pharmaceutical Laboratory.png}}
{{Quote|Facility outfitted with equipment to synthesise and manufacture medicine.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the [[Industrial District]] in {{GAMENAME}}. It Significantly decreases {{twi|Disease}} in the City.
15516bab43251eaa5fb184038b9a25132b36371e
Pharmaceutical Testing Laboratory
0
415
1008
2024-05-01T10:05:35Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Reason |Image=Pharmaceutical Laboratory.png |Idea Required=Pharmaceuticals |Workforce Construction=500 |Heatstamps Construction=180 |Workforce Requiremen..."
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text/x-wiki
{{Building
|Zeitgeist=Reason
|Image=Pharmaceutical Laboratory.png
|Idea Required=Pharmaceuticals
|Workforce Construction=500
|Heatstamps Construction=180
|Workforce Requirements=500
|Materials Demand=
|Heat Demand=40
|Output1=Disease
|Output1 Amount=Decreases Significantly
|Output2=Research Speed
|Output1 Amount=10%
}}
{{#set: icon=File:Pharmaceutical Laboratory.png}}
{{Quote|Facility outfitted to conduct large-scale medical tests on different subjects in order to develop and manufacture innovative medicines.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the [[Industrial District]] in {{GAMENAME}}. It Significantly decreases {{twi|Disease}} in the City and increases {{twi|Research Speed}}. It also unlocks ability "Change Focus" that will greatly increases research speed, but greatly reduces Lab's effect on {{twi|Disease}}.
8772aa1bb7d1776acc945e1a216d6590458e4df9
1009
1008
2024-05-01T10:05:49Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Zeitgeist=Reason
|Image=Pharmaceutical Laboratory.png
|Idea Required=Pharmaceuticals
|Workforce Construction=500
|Heatstamps Construction=180
|Workforce Requirements=500
|Materials Demand=
|Heat Demand=40
|Output1=Disease
|Output1 Amount=Decreases Significantly
|Output2=Research Speed
|Output1 Amount=10%
}}
{{#set: icon=File:Pharmaceutical Laboratory.png}}
{{Quote|Facility outfitted to conduct large-scale medical tests on different subjects in order to develop and manufacture innovative medicines.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the [[Industrial District]] in {{GAMENAME}}. It Significantly decreases {{twi|Disease}} in the City and increases {{twi|Research Speed}}.
It also unlocks ability "Change Focus" that will greatly increases research speed, but greatly reduces Lab's effect on {{twi|Disease}}.
1b5988a6916a353c4376596528ca067261ebe986
Food District
0
186
1012
874
2024-05-01T14:02:16Z
Stankosh
7
/* {{PAGENAME}} Buildings */
wikitext
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{{District
|Workforce Construction=600
|Heatstamps Construction=100
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=40
|Output1=Food
|Output1 Amount=60
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces the food [[resource]]. Can be constructed on fertile food deposits.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 60 {{twi|Food}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 80 {{twi|Food}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Workers Village
|image=Workers Housing.png
}}
{{Card-half
|title=Workers Dormitory
|image=Workers Housing.png
}}
{{Card-half
|title=Biowaste Drum Hothouse
|image=Hothouse.png
|target=Biowaste Drum Hothouse
}}
{{Card-half
|title=Chemical Drum Hothouse
|image=Hothouse.png
|target=Chemical Drum Hothouse
}}
{{Card-half
|title=Biomass Drum Hothouse
|image=Advanced Hothouse.png
}}
{{Card-half
|title=Catalyst Drum Hothouse
|image=Advanced Hothouse.png
}}
9204db6fba6836f3008e6b2ae2388c57a73dd04f
Biowaste Hothouse
0
416
1013
2024-05-01T14:05:21Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Adaptation |Image=Hothouse.png |Idea Required=Hothouses |Workforce Construction=400 |Heatstamps Construction=80 |Workforce Requirements=400 |Materials Re..."
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{{Building
|Zeitgeist=Adaptation
|Image=Hothouse.png
|Idea Required=Hothouses
|Workforce Construction=400
|Heatstamps Construction=80
|Workforce Requirements=400
|Materials Requirements=
|Materials Demand=
|Heat Demand=20
|Output1=Food
|Output1 Amount=80
|Output2=Disease
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:Hothouse.png}}
{{Quote|Industial-sized hothouse where organic waste ferments in large vats, fertilising revolving shelves of crops.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the [[Food District]] in {{GAMENAME}}. It produces {{twi|Food}} and Slightly increases {{twi|Disease}}.
024430c70526417d340eee9e71e125659f0e7dd5
Chemical Hothouse
0
417
1014
2024-05-01T14:06:50Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Progress |Image=Hothouse.png |Idea Required=Hothouses |Workforce Construction=300 |Heatstamps Construction=80 |Workforce Requirements=300 |Materials Requ..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Progress
|Image=Hothouse.png
|Idea Required=Hothouses
|Workforce Construction=300
|Heatstamps Construction=80
|Workforce Requirements=300
|Materials Requirements=
|Materials Demand=
|Heat Demand=40
|Output1=Food
|Output1 Amount=60
|Output2=Squalor
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:Hothouse.png}}
{{Quote|Industial-sized hothouse where chemical nutrients are injected into tubs of crops to accelerate their growth.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the [[Food District]] in {{GAMENAME}}. It produces {{twi|Food}} and Slightly increases {{twi|Squalor}}.
c82f3ef841d07b833e7433ae301152db98e1af84
Biomass Drum Hothouse
0
418
1015
2024-05-01T14:08:50Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Adaptation |Image=Advanced Hothouse.png |Idea Required=Advanced Hothouses |Workforce Construction=400 |Heatstamps Construction=120 |Cores Construction=25..."
wikitext
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{{Building
|Zeitgeist=Adaptation
|Image=Advanced Hothouse.png
|Idea Required=Advanced Hothouses
|Workforce Construction=400
|Heatstamps Construction=120
|Cores Construction=25
|Workforce Requirements=400
|Materials Requirements=
|Materials Demand=
|Heat Demand=20
|Output1=Food
|Output1 Amount=160
|Output2=Disease
|Output2 Amount=Increased
}}
{{#set: icon=File:Advanced Hothouse.png}}
{{Quote|Massive closed-loop drum hothouse where natural bacteria are endlessly cycled to fertilise crops.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the [[Food District]] in {{GAMENAME}}. It produces more {{twi|Food}} and increases {{twi|Disease}}.
76081a9d320fc9cf70a196e0cbe6c7f2cf0d0072
Catalyst Drum Hothouse
0
419
1016
2024-05-01T14:10:02Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Progress |Image=Advanced Hothouse.png |Idea Required=Advanced Hothouses |Workforce Construction=400 |Heatstamps Construction=120 |Cores Construction=25 |..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Progress
|Image=Advanced Hothouse.png
|Idea Required=Advanced Hothouses
|Workforce Construction=400
|Heatstamps Construction=120
|Cores Construction=25
|Workforce Requirements=400
|Materials Requirements=
|Materials Demand=
|Heat Demand=40
|Output1=Food
|Output1 Amount=120
|Output2=Squalor
|Output2 Amount=Increased
}}
{{#set: icon=File:Advanced Hothouse.png}}
{{Quote|Massive drum hothouse where experimental compounds are used to maximise crop growth.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the [[Food District]] in {{GAMENAME}}. It produces more {{twi|Food}} and increases {{twi|Squalor}}.
8e1051628c0f94650f0d97e973ac2c23c7df68a7
Dust Coal Mine
0
191
1017
963
2024-05-01T14:15:38Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Zeitgeist=Adaptation
|Image=Coal Mine.png
|Idea Required=Coal Mines
|Workforce Construction=400
|Heatstamps Construction=80
|Workforce Requirements=400
|Materials Demand=20
|Heat Demand=
|Output1=Coal
|Output1 Amount=150
|Output2=Squalor
|Output2 Amount=Increased
}}
{{#set: icon=File:Coal Mine.png}}
{{Quote|Mining operation where residue coal dust is sucked up and compressed into briquettes to make maximum use of the resource.|Frostpunk 2}}
'''{{PAGENAME}}''' is one of the [[building]]s for the {{twi|Food District}} in {{GAMENAME}}. It produces {{twi|Coal}} and increases {{twi|Squalor}}.
67d56e4551816d2498894dab4c98137e4668d5a4
1019
1017
2024-05-01T14:19:57Z
Stankosh
7
Undo revision 1017 by [[Special:Contributions/Stankosh|Stankosh]] ([[User talk:Stankosh|talk]])
wikitext
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{{Building
|Zeitgeist=Adaptation
|Image=Coal Mine.png
|Idea Required=Coal Mines
|Workforce Construction=400
|Heatstamps Construction=80
|Workforce Requirements=400
|Materials Demand=20
|Heat Demand=
|Output1=Coal
|Output1 Amount=150
|Output2=Disease
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:Coal Mine.png}}
{{Quote|Mining operation where residue coal dust is sucked up and compressed into briquettes to make maximum use of the resource.|Frostpunk 2}}
{{PAGENAME}} is one of the {{twi|Extraction District#Extraction District Buildings|Extraction District Buildings}} in {{GAMENAME}}. It produces {{twi|Coal}} and Slightly increases {{twi|Disease}}.
eb3d892a76a4b774b32fb1698b3c421b8f5c0c0b
Grinding Coal Mine
0
420
1018
2024-05-01T14:19:03Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Progress |Image=Coal Mine.png |Idea Required=Coal Mines |Workforce Construction=300 |Heatstamps Construction=80 |Workforce Requirements=300 |Materials De..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Progress
|Image=Coal Mine.png
|Idea Required=Coal Mines
|Workforce Construction=300
|Heatstamps Construction=80
|Workforce Requirements=300
|Materials Demand=60
|Heat Demand=
|Output1=Coal
|Output1 Amount=180
|Output2=Squalor
|Output2 Amount=Increased
}}
{{#set: icon=File:Coal Mine.png}}
{{Quote|Operation using grinding machines to churn through coal seams quickly, leaving heaps of slag behind.|Frostpunk 2 ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the {{twi|Food District}} in {{GAMENAME}}. It produces {{twi|Coal}} and increases {{twi|Squalor}}.
e9cf349c8129ff7b26347f1093dfa726d24d9952
Untreated Wood Sawmill
0
421
1020
2024-05-01T14:23:24Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Adaptation |Image=Sawmill.png |Idea Required=Sawmills |Workforce Construction=400 |Heatstamps Construction=80 |Workforce Requirements=400 |Materials Dema..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Adaptation
|Image=Sawmill.png
|Idea Required=Sawmills
|Workforce Construction=400
|Heatstamps Construction=80
|Workforce Requirements=400
|Materials Demand=20
|Heat Demand=
|Output1=Materials
|Output1 Amount=170
|Output2=Disease
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:Sawmill.png}}
{{Quote|Massive sawmill in which frozen wood is cut into usable materials without undergoing any treatment, speeding up the process but exposing people to mould spores and fungi.|Frostpunk 2 ingame description}}
{{PAGENAME}} is one of the {{twi|Buildings}} for {{twi|Extraction District}} in {{GAMENAME}}. It produces {{twi|Materials}} and Slightly increases {{twi|Disease}}.
31e61ec5cddb4db9fc45642add4d6db182e0cd50
1021
1020
2024-05-01T14:23:44Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Zeitgeist=Adaptation
|Image=Sawmill.png
|Idea Required=Sawmills
|Workforce Construction=400
|Heatstamps Construction=80
|Workforce Requirements=400
|Materials Demand=20
|Heat Demand=
|Output1=Materials
|Output1 Amount=170
|Output2=Disease
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:Sawmill.png}}
{{Quote|Massive sawmill in which frozen wood is cut into usable materials without undergoing any treatment, speeding up the process but exposing people to mould spores and fungi.|Frostpunk 2 ingame description}}
{{PAGENAME}} is one of the {{twi|Building|buildings}} for {{twi|Extraction District}} in {{GAMENAME}}. It produces {{twi|Materials}} and Slightly increases {{twi|Disease}}.
f0bb7d806ced8ee3e0e06f01e759e2011e39e2bc
Mechanised Sawmill
0
422
1022
2024-05-01T14:25:46Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Progress |Image=Sawmill.png |Idea Required=Sawmills |Workforce Construction=300 |Heatstamps Construction=80 |Workforce Requirements=300 |Materials Demand..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Progress
|Image=Sawmill.png
|Idea Required=Sawmills
|Workforce Construction=300
|Heatstamps Construction=80
|Workforce Requirements=300
|Materials Demand=60
|Heat Demand=
|Output1=Materials
|Output1 Amount=200
|Output2=Squalor
|Output2 Amount=Increased Significantly
}}
{{#set: icon=File:Sawmill.png}}
{{Quote|Massive sawmill loading frozen wood directly into mulching machines that separate usable materials from waste byproducts.|Frostpunk 2 ingame description}}
{{PAGENAME}} is one of the {{twi|building|buildings}} for {{twi|Extraction District}} in {{GAMENAME}}. It produces {{twi|Materials}} and Significantly increases {{twi|Squalor}}.
8046fe5cd8aa55469b6c38c32aebb7a785020b43
Buzzblade Woodworks
0
423
1023
2024-05-01T14:28:40Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Progress |Image=Sawmill.png |Idea Required=Woodworks |Workforce Construction=400 |Heatstamps Construction=180 |Cores Construction=25 |Workforce Requireme..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Progress
|Image=Sawmill.png
|Idea Required=Woodworks
|Workforce Construction=400
|Heatstamps Construction=180
|Cores Construction=25
|Workforce Requirements=400
|Materials Demand=
|Heat Demand=60
|Output1=Materials
|Output1 Amount=400
|Output2=Squalor
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:Sawmill.png}}
{{Quote|Mechanised woodworks where massive motorised saws slice frozen wood, maximising output at the cost of noxious emissions.|Frostpunk 2 ingame description}}
{{PAGENAME}} is one of the {{twi|Buildings}} for {{twi|Extraction District}} in {{GAMENAME}}. It produces more {{twi|Materials}} and Slightly increases {{twi|Squalor}}.
14e0c9bf4ace934129679ba51037d16e9363eb2d
1026
1023
2024-05-01T14:31:13Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Zeitgeist=Progress
|Image=Sawmill.png
|Idea Required=Woodworks
|Workforce Construction=400
|Heatstamps Construction=180
|Cores Construction=25
|Workforce Requirements=400
|Materials Demand=
|Heat Demand=60
|Output1=Materials
|Output1 Amount=400
|Output2=Squalor
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:Sawmill.png}}
{{Quote|Mechanised woodworks where massive motorised saws slice frozen wood, maximising output at the cost of noxious emissions.|Frostpunk 2 ingame description}}
{{PAGENAME}} is one of the {{twi|Building|buildings}} for {{twi|Extraction District}} in {{GAMENAME}}. It produces more {{twi|Materials}} and Slightly increases {{twi|Squalor}}.
71bd2cfa2a9c7d5535ba4635402a212298819d0b
Untreated Wood Sawmill
0
421
1024
1021
2024-05-01T14:29:13Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Zeitgeist=Adaptation
|Image=Sawmill.png
|Idea Required=Sawmills
|Workforce Construction=400
|Heatstamps Construction=80
|Workforce Requirements=400
|Materials Demand=
|Heat Demand=20
|Output1=Materials
|Output1 Amount=170
|Output2=Disease
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:Sawmill.png}}
{{Quote|Massive sawmill in which frozen wood is cut into usable materials without undergoing any treatment, speeding up the process but exposing people to mould spores and fungi.|Frostpunk 2 ingame description}}
{{PAGENAME}} is one of the {{twi|Building|buildings}} for {{twi|Extraction District}} in {{GAMENAME}}. It produces {{twi|Materials}} and Slightly increases {{twi|Disease}}.
0058ae04d642ebd43cd9ef78373d112b4e8f6b8b
Mechanised Sawmill
0
422
1025
1022
2024-05-01T14:29:31Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Zeitgeist=Progress
|Image=Sawmill.png
|Idea Required=Sawmills
|Workforce Construction=300
|Heatstamps Construction=80
|Workforce Requirements=300
|Materials Demand=
|Heat Demand=60
|Output1=Materials
|Output1 Amount=200
|Output2=Squalor
|Output2 Amount=Increased Significantly
}}
{{#set: icon=File:Sawmill.png}}
{{Quote|Massive sawmill loading frozen wood directly into mulching machines that separate usable materials from waste byproducts.|Frostpunk 2 ingame description}}
{{PAGENAME}} is one of the {{twi|building|buildings}} for {{twi|Extraction District}} in {{GAMENAME}}. It produces {{twi|Materials}} and Significantly increases {{twi|Squalor}}.
887b14b7c54b66aef4ce3e40eb5186a3723f9fcd
Pyrolytic Charcoal Plant
0
424
1027
2024-05-01T14:33:29Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Progress |Image=Charcoal Plant.png |Idea Required=Charcoal Plants |Workforce Construction=300 |Heatstamps Construction=250 |Cores Construction= |Workforc..."
wikitext
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{{Building
|Zeitgeist=Progress
|Image=Charcoal Plant.png
|Idea Required=Charcoal Plants
|Workforce Construction=300
|Heatstamps Construction=250
|Cores Construction=
|Workforce Requirements=300
|Materials Demand=
|Heat Demand=60
|Output1=Coal
|Output1 Amount=120
|Output2=Squalor
|Output2 Amount=Increased
}}
{{#set: icon=File:Charcoal Plant.png}}
{{Quote|Facility that burns wood at a very high temperature in the absence of oxygen to decompose it into a coal substitute.|Frostpunk 2 ingame description}}
{{PAGENAME}} is one of the {{twi|Building|buildings}} for {{twi|Extraction District}} in {{GAMENAME}}. It produces {{twi|Coal}} and increases {{twi|Squalor}}.
99fbc946f83c9691973a09be2c60ed7be751bd8a
Deep Shaft Coal Mine
0
425
1028
2024-05-01T14:36:03Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Progress |Image=Advanced Coal Mine.png |Idea Required=Advanced Coal Mines |Workforce Construction=300 |Heatstamps Construction=120 |Cores Construction=25..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Progress
|Image=Advanced Coal Mine.png
|Idea Required=Advanced Coal Mines
|Workforce Construction=300
|Heatstamps Construction=120
|Cores Construction=25
|Workforce Requirements=300
|Materials Demand=60
|Heat Demand=
|Output1=Coal
|Output1 Amount=280
|Output2=Squalor
|Output2 Amount=Increased Significantly
}}
{{#set: icon=File:Advanced Coal Mine.png}}
{{Quote|Operation using explosive drilling to rapidly exploit deep coal deposits at the cost of significant waste and fumes.|Frostpunk 2 ingame description}}
{{PAGENAME}} is one of the {{twi|Building|buildings}} for {{twi|Extraction District}} in {{GAMENAME}}. It produces more {{twi|Coal}} and significantly increases {{twi|Squalor}}.
5247d055d407ed083d5b002758e807bb38722f9a
1030
1028
2024-05-01T14:38:48Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Zeitgeist=Adaptation
|Image=Advanced Coal Mine.png
|Idea Required=Advanced Coal Mines
|Workforce Construction=400
|Heatstamps Construction=120
|Cores Construction=25
|Workforce Requirements=400
|Materials Demand=60
|Heat Demand=
|Output1=Coal
|Output1 Amount=240
}}
{{#set: icon=File:Advanced Coal Mine.png}}
{{Quote|Specialised mine using a large vertical shaft to provide better access to coal depostis.|Frostpunk 2 ingame description}}
{{PAGENAME}} is one of the {{twi|Building|buildings}} for {{twi|Extraction District}} in {{GAMENAME}}. It produces more {{twi|Coal}}.
It requires Coal Deposit to be constructed
e28e04ce4a9230a107b53f9ad74134cf40ed2935
Blasting Coal Mine
0
426
1029
2024-05-01T14:36:48Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Progress |Image=Advanced Coal Mine.png |Idea Required=Advanced Coal Mines |Workforce Construction=300 |Heatstamps Construction=120 |Cores Construction=25..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Progress
|Image=Advanced Coal Mine.png
|Idea Required=Advanced Coal Mines
|Workforce Construction=300
|Heatstamps Construction=120
|Cores Construction=25
|Workforce Requirements=300
|Materials Demand=60
|Heat Demand=
|Output1=Coal
|Output1 Amount=280
|Output2=Squalor
|Output2 Amount=Increased Significantly
}}
{{#set: icon=File:Advanced Coal Mine.png}}
{{Quote|Operation using explosive drilling to rapidly exploit deep coal deposits at the cost of significant waste and fumes.|Frostpunk 2 ingame description}}
{{PAGENAME}} is one of the {{twi|Building|buildings}} for {{twi|Extraction District}} in {{GAMENAME}}. It produces more {{twi|Coal}} and significantly increases {{twi|Squalor}}.
5247d055d407ed083d5b002758e807bb38722f9a
1031
1029
2024-05-01T14:39:06Z
Stankosh
7
wikitext
text/x-wiki
{{Building
|Zeitgeist=Progress
|Image=Advanced Coal Mine.png
|Idea Required=Advanced Coal Mines
|Workforce Construction=300
|Heatstamps Construction=120
|Cores Construction=25
|Workforce Requirements=300
|Materials Demand=60
|Heat Demand=
|Output1=Coal
|Output1 Amount=280
|Output2=Squalor
|Output2 Amount=Increased Significantly
}}
{{#set: icon=File:Advanced Coal Mine.png}}
{{Quote|Operation using explosive drilling to rapidly exploit deep coal deposits at the cost of significant waste and fumes.|Frostpunk 2 ingame description}}
{{PAGENAME}} is one of the {{twi|Building|buildings}} for {{twi|Extraction District}} in {{GAMENAME}}. It produces more {{twi|Coal}} and significantly increases {{twi|Squalor}}.
It requires Coal Deposit to be constructed.
e2800efc6864c426a1f898ef46e4058a6873a6dc
Silica Ironworks
0
427
1032
2024-05-01T14:43:54Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Adaptation |Image=Ironworks.png |Idea Required=Ironworks |Workforce Construction=400 |Heatstamps Construction=180 |Cores Construction= |Workforce Require..."
wikitext
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{{Building
|Zeitgeist=Adaptation
|Image=Ironworks.png
|Idea Required=Ironworks
|Workforce Construction=400
|Heatstamps Construction=180
|Cores Construction=
|Workforce Requirements=400
|Materials Demand=
|Heat Demand=20
|Output1=Materials
|Output1 Amount=200
|Output2=Disease
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:Ironworks.png}}
{{Quote|Factory where silica sand is utilised to smelt iron ore into materials with limited heat demand.|Frostpunk 2 ingame description}}
{{PAGENAME}} is one of the {{twi|Building|buildings}} for {{twi|Extraction District}} in {{GAMENAME}}. It produces {{twi|Materials}} and slightly increases {{twi|Disease}}.
It requires Iron Deposit to be constructed.
7f164f4607ee8d5abf0210bae6aea95e81b9d5c8
Crucible Ironworks
0
428
1033
2024-05-01T14:45:42Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Progress |Image=Ironworks.png |Idea Required=Ironworks |Workforce Construction=300 |Heatstamps Construction=180 |Cores Construction= |Workforce Requireme..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Progress
|Image=Ironworks.png
|Idea Required=Ironworks
|Workforce Construction=300
|Heatstamps Construction=180
|Cores Construction=
|Workforce Requirements=300
|Materials Demand=
|Heat Demand=60
|Output1=Materials
|Output1 Amount=250
|Output2=Squalor
|Output2 Amount=Increased
}}
{{#set: icon=File:Ironworks.png}}
{{Quote|Factory where iron ore is mixed with accelerating agents and heated to very high temperatures, maximising output at the cost of noxious emissions.|Frostpunk 2 ingame description}}
{{PAGENAME}} is one of the {{twi|Building|buildings}} for {{twi|Extraction District}} in {{GAMENAME}}. It produces {{twi|Materials}} and increases {{twi|Squalor}}.
It requires Iron Deposit to be constructed.
1a173b0ec53a9e0d77cd93e83fa454142a170c2e
Blast Steel Foundry
0
429
1034
2024-05-01T14:48:43Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Progress |Image=Foundry.png |Idea Required=Steel Foundries |Workforce Construction=400 |Heatstamps Construction=350 |Cores Construction=25 |Workforce Req..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Progress
|Image=Foundry.png
|Idea Required=Steel Foundries
|Workforce Construction=400
|Heatstamps Construction=350
|Cores Construction=25
|Workforce Requirements=400
|Materials Demand=
|Heat Demand=60
|Output1=Materials
|Output1 Amount=450
|Output2=Squalor
|Output2 Amount=Increased
}}
{{#set: icon=File:Foundry.png}}
{{Quote|Steel mill using blast furnaces to convert iron ore into materials using a combination of heat and chemical reactions.|Frostpunk 2 ingame description}}
{{PAGENAME}} is one of the {{twi|Building|buildings}} for {{twi|Extraction District}} in {{GAMENAME}}. It produces more {{twi|Materials}} and increases {{twi|Squalor}}.
It requires Iron Deposit to be constructed.
af4b80b8310e3e204a7b6eb3c35e1aea7f763b20
Steel Foundry
0
430
1035
2024-05-01T14:50:20Z
Stankosh
7
Created page with "{{Building |Zeitgeist=Neutral |Image=Foundry.png |Idea Required=Steel Foundries |Workforce Construction=600 |Heatstamps Construction=350 |Cores Construction=25 |Workforce Requ..."
wikitext
text/x-wiki
{{Building
|Zeitgeist=Neutral
|Image=Foundry.png
|Idea Required=Steel Foundries
|Workforce Construction=600
|Heatstamps Construction=350
|Cores Construction=25
|Workforce Requirements=600
|Materials Demand=
|Heat Demand=60
|Output1=Materials
|Output1 Amount=400
}}
{{#set: icon=File:Foundry.png}}
{{Quote|Facility where iron ore and other additives are melted, refined and processed to produce materials.|Frostpunk 2 ingame description}}
{{PAGENAME}} is one of the {{twi|Building|buildings}} for {{twi|Extraction District}} in {{GAMENAME}}. It produces more {{twi|Materials}}.
It requires Iron Deposit to be constructed.
e6e9801ec725462e5687463e0e2628e6680815d7
Extraction District
0
184
1036
855
2024-05-01T14:51:16Z
Stankosh
7
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Coal
|Output1 Amount=120
|Output2=Materials
|Output2 Amount=150
|Output3=Materials
|Output3 Amount=200
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces raw [[resource]]s including coal and materials. Can be constructed on different types of deposits such as coal, wood or iron.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 120 {{twi|Coal}} / 150 {{twi|Materials}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 150 {{twi|Coal}} / 190 {{twi|Materials}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Dust Coal Mine
|image=Coal Mine.png
|target=Dust Coal Mine
}}
{{Card-half
|title=Grinding Coal Mine
|image=Coal Mine.png
}}
{{Card-half
|title=Untreated Wood Sawmill
|image=Sawmill.png
|target=Untreated Wood Sawmill
}}
{{Card-half
|title=Mechanised Sawmill
|image=Sawmill.png
}}
{{Card-half
|title=Raw Log Woodworks
|image=Woodworks Building.png
}}
{{Card-half
|title=Buzzblade Woodworks
|image=Woodworks Building.png
}}
{{Card-half
|title=Silica Ironworks
|image=Ironworks.png
}}
{{Card-half
|title=Crucible Ironworks
|image=Ironworks.png
}}
{{Card-half
|title=Steel Foundry
|image=Foundry.png
}}
{{Card-half
|title=Blast Steel Foundry
|image=Foundry.png
}}
{{Card-half
|title=Deep Shaft Coal Mine
|image=Advanced Coal Mine.png
}}
{{Card-half
|title=Blasting Coal Mine
|image=Advanced Coal Mine.png
}}
{{Card-half
|title=Charcoal Regeneration Plant
|image=Charcoal Plant.png
}}
{{Card-half
|title=Pyrolytic Charcoal Plant
|image=Charcoal Plant.png
}}
e01bb34f1a378e586c4333f84a62b0ae004d8ca9
1037
1036
2024-05-01T14:51:30Z
Stankosh
7
wikitext
text/x-wiki
{{District
|Workforce Construction=600
|Heatstamps Construction=120
|Workforce Requirements=600
|Materials Demand=50
|Heat Demand=
|Output1=Coal
|Output1 Amount=120
|Output2=Materials
|Output2 Amount=150
|Output3=Materials
|Output3 Amount=200
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{PAGENAME}} is one of the {{twi|Districts}} in {{GAMENAME}}. Produces raw [[resource]]s including coal and materials. Can be constructed on different types of deposits such as coal, wood or iron.
== {{PAGENAME}} Expansions ==
{{PAGENAME}} can be expanded to Expanded {{PAGENAME}}, providing it with additional production capabilities and extra Building slot.
{| class="wikitable"
|+ {{PAGENAME}} Expansions
|-
! Expansion Name !! Cost !! Production !! Building Slots
|-
| {{PAGENAME}} || 120 {{twi|Heatstamps}} || 120 {{twi|Coal}} / 150 {{twi|Materials}} || 1
|-
| Expanded {{PAGENAME}} || 50 {{twi|Heatstamps}} || 150 {{twi|Coal}} / 190 {{twi|Materials}} || 2
|}
== {{PAGENAME}} Buildings ==
{{PAGENAME}} can have up to 2 Buildings per district depending on its Expansion level.
{{Card-half
|title=Depot
|image=Depot.png
|target=Depot
}}
{{Card-half
|title=Dust Coal Mine
|image=Coal Mine.png
|target=Dust Coal Mine
}}
{{Card-half
|title=Grinding Coal Mine
|image=Coal Mine.png
}}
{{Card-half
|title=Untreated Wood Sawmill
|image=Sawmill.png
|target=Untreated Wood Sawmill
}}
{{Card-half
|title=Mechanised Sawmill
|image=Sawmill.png
}}
{{Card-half
|title=Raw Log Woodworks
|image=Woodworks Building.png
}}
{{Card-half
|title=Buzzblade Woodworks
|image=Woodworks Building.png
}}
{{Card-half
|title=Silica Ironworks
|image=Ironworks.png
}}
{{Card-half
|title=Crucible Ironworks
|image=Ironworks.png
}}
{{Card-half
|title=Steel Foundry
|image=Foundry.png
}}
{{Card-half
|title=Blast Steel Foundry
|image=Foundry.png
}}
{{Card-half
|title=Deep Shaft Coal Mine
|image=Advanced Coal Mine.png
}}
{{Card-half
|title=Blasting Coal Mine
|image=Advanced Coal Mine.png
}}
{{Card-half
|title=Charcoal Regeneration Plant
|image=Charcoal Plant.png
}}
{{Card-half
|title=Pyrolytic Charcoal Plant
|image=Charcoal Plant.png
}}
e037eda07373738bc13f44171344b7289d31d905
Template:Template with image/doc
10
101
1038
425
2024-05-05T10:48:36Z
Techhead7890
17
headings
wikitext
text/x-wiki
==Documentation==
;Description
This is a simple template to allow related Icons to be placed next to the Page links.
;Syntax
To make an icon and a link to the page, simply use code:
<pre>
{{twi|PageName}}
</pre>
;Result
For example here is what you get for the page [[Project:Coins]]:
{{twi|Project:Coins}}
===How it works===
In order to assign an Icon to a specific Page you will need to assign an image to the page as an icon.
Go to the required page and add a code:
<pre>
{{#set: icon=File:coins black.png}}
</pre>
After this, you can use Twi template to call that icon next to the page link.
06eeb0ff61678fd5613a90795d4e0f9b3b746144
Population
0
254
1039
745
2024-05-05T11:00:21Z
Techhead7890
17
add twi workforce
wikitext
text/x-wiki
'''Population''' counts the number of humans in the city. Population increases {{twi|heatstamp}} income, and increases the membership of the city's [[faction]]s and communities that [[Demand]] the resources {{twi|Shelter}}, {{twi|Food}}, and {{twi|Goods}}.
A proportion of the population is counted as {{twi|workforce}}, typically 60% to start. If members of the population are sick with {{twi|Disease}}, this can reduce the actual number of workers available.
The population grows in batches that are produced at a steady rate over time. The rate can be increased by passing immigration laws at the [[Council]]. Population growth may be slowed by the [[Problem]]s of {{twi|Squalor}} or {{twi|Crime}}.
[[Category: Game mechanics]]
4dcf3c1dc4f2ce7db6d88e970248bac722c79d55
Community
0
304
1040
750
2024-05-05T11:01:29Z
Techhead7890
17
expand zeitgeist summary (this might end up duplicating some of what was on the Faction page already)
wikitext
text/x-wiki
Each city is a system composed of communities. Communities organise the [[population]] of the city into political groupings.
Communities are the system by which the [[Demand]]s for most [[resource]]s are connected to the population, such as {{twi|Food}} or {{twi|Shelter}}.
Communities can be interacted with to give them promises, let them set the Council agenda, or demand funding. This can be advantageous for the [[Steward]] and influence voting in the [[Council]]. Communities also interact with the {{twi|Zeitgeist}} system. Researching technologies/concepts on the {{twi|Idea Tree}} and passing laws that align with their ideology will make them think more favourably of the Steward. Favouring the opposing ideology will make them displeased. Communities focus primarily on one aspect of the Zeitgeist. In the case of the beta communities Forager and Machinist, this was the Survival aspect, with the Foragers following the {{twi|Adaptation}} position and the Machinists following the {{twi|Progress}} position.
Communities can eventually radicalise into {{twi|Faction|Factions}} with stronger political influence. As of the beta, each community had one faction associated with them.
4cc23c2b7f069a40028a4859155cf6258ab55789
1054
1040
2024-05-05T13:35:38Z
Techhead7890
17
selected at start
wikitext
text/x-wiki
Each city is a system composed of communities. Communities organise the [[population]] of the city into political groupings.
Communities are selected when the savefile is started. Communities come in opposing pairs.
Communities are the system by which the [[Demand]]s for most [[resource]]s are connected to the population, such as {{twi|Food}} or {{twi|Shelter}}.
Communities can be interacted with to give them promises, let them set the Council agenda, or demand funding. This can be advantageous for the [[Steward]] and influence voting in the [[Council]]. Communities also interact with the {{twi|Zeitgeist}} system. Researching technologies/concepts on the {{twi|Idea Tree}} and passing laws that align with their ideology will make them think more favourably of the Steward. Favouring the opposing ideology will make them displeased. Communities focus primarily on one aspect of the Zeitgeist. In the case of the beta communities Forager and Machinist, this was the Survival aspect, with the Foragers following the {{twi|Adaptation}} position and the Machinists following the {{twi|Progress}} position.
Communities can eventually radicalise into {{twi|Faction|Factions}} with stronger political influence. As of the beta, each community had one faction associated with them.
f0343d681a27bcd624559f03f475382cbca728cc
Faction
0
129
1041
940
2024-05-05T11:11:36Z
Techhead7890
17
misc, add text, add more twi icons
wikitext
text/x-wiki
{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Foragers==
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]].
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists.
==Machinists==
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to.
Icebloods support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists.
==Other factions==
It is known that other communities will exist, such as Merchants and Lords, but it is not known what their advanced factions or ideological positions will be.
abc3e9466e2f330c5cf93d887ba8e870b386814f
1055
1041
2024-05-05T13:42:20Z
Techhead7890
17
/* Other factions */ more details
wikitext
text/x-wiki
{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Foragers==
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]].
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists.
==Machinists==
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to.
Icebloods support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists.
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
b623dab752512321872f5a40255c48c98d8474a6
File:Council vote.jpg
6
431
1042
2024-05-05T11:30:27Z
Techhead7890
17
From beta
wikitext
text/x-wiki
== Summary ==
From beta
b0a5dbc48db43388f08a0a59987093e8f8ea8673
Council
0
127
1043
946
2024-05-05T11:36:46Z
Techhead7890
17
/* Mechanics */ add building notes
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
==Mechanics==
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
===Laws===
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. It is possible to click the council members to see more information about them and their beliefs. Some of the "hesitant" voters will go to each side.
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Sections of the law available at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
====Goods====
====Waste Heat Conversion====
===Frostland===
====Scout Training====
====Outpost Organisation====
===Efficiency===
====Worker Shifts====
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Sections of the law available at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Sections of the law available at the start of the game include Funerals and Childhood.
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
==Law notes==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
91d6f418fdd8b63674f08274329a9ec16252b258
1044
1043
2024-05-05T11:45:08Z
Techhead7890
17
/* Survival laws */ add some of the options and a brief summary (but not the quote)
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
==Mechanics==
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
===Laws===
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. It is possible to click the council members to see more information about them and their beliefs. Some of the "hesitant" voters will go to each side.
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Sections of the law available at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
====Outpost Organisation====
===Efficiency===
====Worker Shifts====
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=[[Machine-Adjusted Shifts]]
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Sections of the law available at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Sections of the law available at the start of the game include Funerals and Childhood.
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
==Law notes==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
7cfff9c9e601037232f8b13d9317020e2c5f3e50
1045
1044
2024-05-05T12:23:39Z
Techhead7890
17
/* Mechanics */ rearrange into subsections
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into groups around a certain broad topic, like resource management or family values. Finally, there are specific topics.
===Voting===
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. It is possible to click the council members to see more information about them and their beliefs. Some of the "hesitant" voters will go to each side.
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Sections of the law available at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
====Outpost Organisation====
===Efficiency===
====Worker Shifts====
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=[[Machine-Adjusted Shifts]]
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Sections of the law available at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Sections of the law available at the start of the game include Funerals and Childhood.
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
==Law notes==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
f151ac6cec64aa49458e252a0a0d07eecf7bf8d4
1046
1045
2024-05-05T12:24:02Z
Techhead7890
17
/* Laws */ fix broken template to a twi
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into groups around a certain broad topic, like resource management or family values. Finally, there are specific topics.
===Voting===
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. It is possible to click the council members to see more information about them and their beliefs. Some of the "hesitant" voters will go to each side.
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Sections of the law available at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
====Outpost Organisation====
===Efficiency===
====Worker Shifts====
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=[[Machine-Adjusted Shifts]]
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Sections of the law available at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Sections of the law available at the start of the game include Funerals and Childhood.
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
==Law notes==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
49f73915eb0c41ae8e0c49547ed20a74488d2c02
1063
1046
2024-05-05T15:29:44Z
Techhead7890
17
suppress showing every specific-issue section, and only show broad-topics
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into groups around a certain broad topic, like resource management or family values. Finally, there are specific issues which laws are designed to directly address.
===Voting===
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. It is possible to click the council members to see more information about them and their beliefs. Some of the "hesitant" voters will go to each side.
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Sections of the law available at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
====Outpost Organisation====
===Efficiency===
====Worker Shifts====
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=[[Machine-Adjusted Shifts]]
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Sections of the law available at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Sections of the law available at the start of the game include Funerals and Childhood.
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
==Law notes==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
a43404dcbdaf83130f4810940592df2d143a1a09
1064
1063
2024-05-05T15:48:19Z
Techhead7890
17
add the sections for economy and society
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into groups around a certain broad topic, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
===Voting===
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. It is possible to click the council members to see more information about them and their beliefs. Some of the "hesitant" voters will go to each side.
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Sections of the law available at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
====Outpost Organisation====
===Efficiency===
====Worker Shifts====
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=[[Machine-Adjusted Shifts]]
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Sections of the law available at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
Unknown type: Alcohol, Housing Distribution
===Welfare===
====Essentials====
{{Card
|title=[[Free Essentials]]
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
===Citizenship===
====Outsiders====
*Accept All Outsiders
*Allow Productive Outsiders
*Admit No Outsiders
====Community Service====
*[[Expedition Support]]
*City Development Effort
*Service Exemptions
*Heatpipe Watch
===Labour===
====Work Compensation====
*Unregulated Compensation
*Equal Pay
*Efficiency Bonuses
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Sections of the law available at the start of the game include Funerals and Childhood.
===Care===
===Family===
====Childhood====
Mandatory Schools
Family Apprenticeship
===Crime===
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
==Law notes==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
cf66b53a558b07ee7ab452918c72da5764268ce2
1065
1064
2024-05-05T16:21:08Z
Techhead7890
17
add all issues to respective sections, thanks to stan's screenshots
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
===Voting===
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. It is possible to click the council members to see more information about them and their beliefs. Some of the "hesitant" voters will go to each side.
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
Laws for this issue unlocked by research.
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
*Standard Scouts
*Pathfinder Scouts
*Mechanised Scouts
====Outpost Organisation====
*Standard Outposts
*Productive
*Resilient
===Efficiency===
====Worker Shifts====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=[[Machine-Adjusted Shifts]]
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
Laws for this issue unlocked by research. Controversial law.
*Apex Workers
*Machine replacement
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
===Welfare===
====Essentials====
Issue unlocked at the start of the game.
{{Card
|title=[[Free Essentials]]
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Housing Distribution====
*Mandatory Crowding
====Alcohol====
*Alcohol Rations
===Citizenship===
====Outsiders====
Issue unlocked at the start of the game.
*Accept All Outsiders
*Allow Productive Outsiders
*Admit No Outsiders
====Community Service====
*[[Expedition Support]]
*City Development Effort
*Service Exemptions
*Heatpipe Watch
====Maintenance Duty====
===Labour===
====Work Compensation====
Laws for this issue unlocked by research
*Unregulated Compensation
*Equal Pay
*Efficiency Bonuses
====Labour Organisation====
Laws for this issue unlocked by research.
*Unregulated
*Mandatory Unions
**Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
*Labour Oversight
====Workplace Control====
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
===Care===
====Funerals====
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Treatment====
Issue possibly unlocked by building any type of [[hospital]] building?
*Unregulated Treatment
*Conservative Treatment
** Disease slightly reduced
*Experimental Treatment
**Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally
===Family===
====Childhood====
Issue unlocked at the start of the game.
{{Card
|title=[[Mandatory Schools]]
|content=*Research Speed up, but costs {{twi|Heatstamps}} per capita
}}
{{Card
|title=[[Family Apprenticeship]]
|content=*{{twi|Workforce}} percentage up
}}
====Youth====
*Liberated Youth
*Dutiful Youth
====Relationships====
====Parenthood====
====Procreation====
===Crime===
====Guard Immunity====
Note: Radical law. Increases tension and takes longer to research.
====Crime Elimination====
====Criminal Reparations====
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
==Law notes==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
a1ef4bb8638f4b4033dd00274aa6a7e0401e5dfd
1067
1065
2024-05-05T16:37:39Z
Techhead7890
17
/* Economy laws */ missed contagion, add some to boxes
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
===Voting===
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. It is possible to click the council members to see more information about them and their beliefs. Some of the "hesitant" voters will go to each side.
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
Laws for this issue unlocked by research.
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
*Standard Scouts
*Pathfinder Scouts
*Mechanised Scouts
====Outpost Organisation====
*Standard Outposts
*Productive
*Resilient
===Efficiency===
====Worker Shifts====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=[[Machine-Adjusted Shifts]]
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
Laws for this issue unlocked by research. Controversial law.
*Apex Workers
*Machine replacement
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
===Welfare===
====Essentials====
Issue unlocked at the start of the game.
{{Card
|title=[[Free Essentials]]
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Contagion Prevention====
Issue unlocked at the start of the game (or very early on).
{{Card
|title=No common rules
|content=
*No effects
}}
{{Card
|title=Infection Badge
|content=*Disease down
*Tension slightly up
}}
{{Card
|title=Supported Quarantine
|content=*Disease down significantly
*{{twi|Shelter}} availability decreased (uncertain how this works, possibly reduces maximum shelter or simply causes more of it to be used)
}}
====Housing Distribution====
{{Card
|title=Mandatory Crowding
|content=
}}
{{Card
|title=Mandatory Crowding
|content=
}}
====Alcohol====
{{Card
|title=Alcohol Rations
|content=
}}
{{Card
|title=Alcohol Rations
|content=
}}
===Citizenship===
====Outsiders====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=There are no clear rules about who can settle in the City.
*No effects; after an event, may slightly decrease population growth.
}}
{{Card
|title=Accept All Outsiders
|content=*Population growth up
}}
{{Card
|title=Allow Productive Outsiders
|content=*Population growth marginally up
*Heatstamps income per capita marginally up
}}
{{Card
|title=Admit No Outsiders
|content=
*Only unlocked by event (possibly {{twi|Shelter}} shortage)
*Population growth greatly down
}}
====Community Service====
{{Card
|title=Expedition Support
|content=
*exploration time improved
}}
{{Card
|title=City Development Effort
|content=
*Materials output based on population
}}
{{Card
|title=Service Exemptions
|content=purchase an exemption from the city
*Heatstamps output based on population
}}
{{Card
|title=Heatpipe Watch
|content=
*{{twi|Heat}} demand down
}}
====Maintenance Duty====
===Labour===
====Work Compensation====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Compensation
|content=
*No effects
}}
{{Card
|title=Equal Pay
|content=Trust up, Heatstamps down
*{{twi|Heat}} demand down
}}
{{Card
|title=Efficiency Bonuses
|content=
*Production efficiency up
}}
====Labour Organisation====
Laws for this issue unlocked by research.
*Unregulated
*Mandatory Unions
**Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
*Labour Oversight
====Workplace Control====
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
===Care===
====Funerals====
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Treatment====
Issue possibly unlocked by building any type of [[hospital]] building?
*Unregulated Treatment
*Conservative Treatment
** Disease slightly reduced
*Experimental Treatment
**Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally
===Family===
====Childhood====
Issue unlocked at the start of the game.
{{Card
|title=[[Mandatory Schools]]
|content=*Research Speed up, but costs {{twi|Heatstamps}} per capita
}}
{{Card
|title=[[Family Apprenticeship]]
|content=*{{twi|Workforce}} percentage up
}}
====Youth====
*Liberated Youth
*Dutiful Youth
====Relationships====
====Parenthood====
====Procreation====
===Crime===
====Guard Immunity====
Note: Radical law. Increases tension and takes longer to research.
====Crime Elimination====
====Criminal Reparations====
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
==Law notes==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
d2ae56396589865e66df4a044f85577bd5500bbd
1068
1067
2024-05-05T16:41:29Z
Techhead7890
17
/* Laws */ add some details which may be useful for creating a law template, such as an infobox or card
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Selecting an issue will show the Laws available to address it. Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
Laws tend to have a name and individualised art, some flavour text about how it addresses the issue, and a list of effects on certain resources or city statistics. Next to the law, and an indicators about the general support or opposition to the law such as the [[Community]] or [[Faction]] that currently supports it (if any), a measure of the delegates current intentions before negotiations, and its impact on the [[Zeitgeist]] if successfully adopted.
===Voting===
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. It is possible to click the council members to see more information about them and their beliefs. Some of the "hesitant" voters will go to each side.
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
Laws for this issue unlocked by research.
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
*Standard Scouts
*Pathfinder Scouts
*Mechanised Scouts
====Outpost Organisation====
*Standard Outposts
*Productive
*Resilient
===Efficiency===
====Worker Shifts====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=[[Machine-Adjusted Shifts]]
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
Laws for this issue unlocked by research. Controversial law.
*Apex Workers
*Machine replacement
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
===Welfare===
====Essentials====
Issue unlocked at the start of the game.
{{Card
|title=[[Free Essentials]]
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Contagion Prevention====
Issue unlocked at the start of the game (or very early on).
{{Card
|title=No common rules
|content=
*No effects
}}
{{Card
|title=Infection Badge
|content=*Disease down
*Tension slightly up
}}
{{Card
|title=Supported Quarantine
|content=*Disease down significantly
*{{twi|Shelter}} availability decreased (uncertain how this works, possibly reduces maximum shelter or simply causes more of it to be used)
}}
====Housing Distribution====
{{Card
|title=Mandatory Crowding
|content=
}}
{{Card
|title=Mandatory Crowding
|content=
}}
====Alcohol====
{{Card
|title=Alcohol Rations
|content=
}}
{{Card
|title=Alcohol Rations
|content=
}}
===Citizenship===
====Outsiders====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=There are no clear rules about who can settle in the City.
*No effects; after an event, may slightly decrease population growth.
}}
{{Card
|title=Accept All Outsiders
|content=*Population growth up
}}
{{Card
|title=Allow Productive Outsiders
|content=*Population growth marginally up
*Heatstamps income per capita marginally up
}}
{{Card
|title=Admit No Outsiders
|content=
*Only unlocked by event (possibly {{twi|Shelter}} shortage)
*Population growth greatly down
}}
====Community Service====
{{Card
|title=Expedition Support
|content=
*exploration time improved
}}
{{Card
|title=City Development Effort
|content=
*Materials output based on population
}}
{{Card
|title=Service Exemptions
|content=purchase an exemption from the city
*Heatstamps output based on population
}}
{{Card
|title=Heatpipe Watch
|content=
*{{twi|Heat}} demand down
}}
====Maintenance Duty====
===Labour===
====Work Compensation====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Compensation
|content=
*No effects
}}
{{Card
|title=Equal Pay
|content=Trust up, Heatstamps down
*{{twi|Heat}} demand down
}}
{{Card
|title=Efficiency Bonuses
|content=
*Production efficiency up
}}
====Labour Organisation====
Laws for this issue unlocked by research.
*Unregulated
*Mandatory Unions
**Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
*Labour Oversight
====Workplace Control====
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
===Care===
====Funerals====
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Treatment====
Issue possibly unlocked by building any type of [[hospital]] building?
*Unregulated Treatment
*Conservative Treatment
** Disease slightly reduced
*Experimental Treatment
**Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally
===Family===
====Childhood====
Issue unlocked at the start of the game.
{{Card
|title=[[Mandatory Schools]]
|content=*Research Speed up, but costs {{twi|Heatstamps}} per capita
}}
{{Card
|title=[[Family Apprenticeship]]
|content=*{{twi|Workforce}} percentage up
}}
====Youth====
*Liberated Youth
*Dutiful Youth
====Relationships====
====Parenthood====
====Procreation====
===Crime===
====Guard Immunity====
Note: Radical law. Increases tension and takes longer to research.
====Crime Elimination====
====Criminal Reparations====
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
==Law notes==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
a70ce6f61fc232874afb3bb454b85901b28bdde4
1069
1068
2024-05-05T16:51:39Z
Techhead7890
17
/* Economy laws */ add more cards
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Selecting an issue will show the Laws available to address it. Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
Laws tend to have a name and individualised art, some flavour text about how it addresses the issue, and a list of effects on certain resources or city statistics. Next to the law, and an indicators about the general support or opposition to the law such as the [[Community]] or [[Faction]] that currently supports it (if any), a measure of the delegates current intentions before negotiations, and its impact on the [[Zeitgeist]] if successfully adopted.
===Voting===
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. It is possible to click the council members to see more information about them and their beliefs. Some of the "hesitant" voters will go to each side.
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
Laws for this issue unlocked by research.
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
*Standard Scouts
*Pathfinder Scouts
*Mechanised Scouts
====Outpost Organisation====
*Standard Outposts
*Productive
*Resilient
===Efficiency===
====Worker Shifts====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=[[Machine-Adjusted Shifts]]
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
Laws for this issue unlocked by research. Controversial law.
*Apex Workers
*Machine replacement
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
===Welfare===
====Essentials====
Issue unlocked at the start of the game.
{{Card
|title=[[Free Essentials]]
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Contagion Prevention====
Issue unlocked at the start of the game (or very early on).
{{Card
|title=No common rules
|content=
*No effects
}}
{{Card
|title=Infection Badge
|content=*Disease down
*Tension slightly up
}}
{{Card
|title=Supported Quarantine
|content=*Disease down significantly
*{{twi|Shelter}} availability decreased (uncertain how this works, possibly reduces maximum shelter or simply causes more of it to be used)
}}
====Housing Distribution====
{{Card
|title=Housing Queues
|content=
*No effect
}}
{{Card
|title=Mandatory Crowding
|content=
*Equality ideology
*Shelter Availability significantly increased
}}
{{Card
|title=Merit-Based Housing
|content=
*Merit ideology
*Heatstamps per capita slightly increased
*Shelter Availability significantly increased
}}
====Alcohol====
{{Card
|title=Alcohol Rations
|content=
*No effects
}}
{{Card
|title=City-Run Alcohol Shops
|content=
*Heatstamps per capita slightly
}}
{{Card
|title=Privatized Alcohol Production
|content="Increased availability"
*Trust will rise slightly
}}
===Citizenship===
====Outsiders====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=There are no clear rules about who can settle in the City.
*No effects; after an event, may slightly decrease population growth.
}}
{{Card
|title=Accept All Outsiders
|content=*Population growth up
}}
{{Card
|title=Allow Productive Outsiders
|content=*Population growth marginally up
*Heatstamps income per capita marginally up
}}
{{Card
|title=Admit No Outsiders
|content=
*Only unlocked by event (possibly {{twi|Shelter}} shortage)
*Population growth greatly down
}}
====Community Service====
{{Card
|title=Expedition Support
|content=
*exploration time improved
}}
{{Card
|title=City Development Effort
|content=
*Materials output based on population
}}
{{Card
|title=Service Exemptions
|content=purchase an exemption from the city
*Heatstamps output based on population
}}
{{Card
|title=Heatpipe Watch
|content=
*{{twi|Heat}} demand down
}}
====Maintenance Duty====
{{Card
|title=No Maintenance Duty
|content=
*No effects
}}
{{Card
|title=All Do Maintenance
|content=
*{{twi|Materials}} demand down significantly
}}
{{Card
|title=Unproductive Do Maintenance
|content=
*{{twi|Materials}} demand down slightly
}}
===Labour===
====Work Compensation====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Compensation
|content=
*No effects
}}
{{Card
|title=Equal Pay
|content=Trust up, Heatstamps down
*{{twi|Heat}} demand down
}}
{{Card
|title=Efficiency Bonuses
|content=
*Production efficiency up
}}
====Labour Organisation====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Labour Organisation
|content="Labour Organisation is determined by individual workplaces. The city is uninvolved."
*No effects
}}
{{Card
|title=Mandatory Unions
|content=
*Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
}}
{{Card
|title=Labour Oversight
|content=
*Trust falls slightly
*Production Efficiency significantly up
}}
====Workplace Control====
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
===Care===
====Funerals====
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Treatment====
Issue possibly unlocked by building any type of [[hospital]] building?
*Unregulated Treatment
*Conservative Treatment
** Disease slightly reduced
*Experimental Treatment
**Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally
===Family===
====Childhood====
Issue unlocked at the start of the game.
{{Card
|title=[[Mandatory Schools]]
|content=*Research Speed up, but costs {{twi|Heatstamps}} per capita
}}
{{Card
|title=[[Family Apprenticeship]]
|content=*{{twi|Workforce}} percentage up
}}
====Youth====
*Liberated Youth
*Dutiful Youth
====Relationships====
====Parenthood====
====Procreation====
===Crime===
====Guard Immunity====
Note: Radical law. Increases tension and takes longer to research.
====Crime Elimination====
====Criminal Reparations====
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
==Law notes==
*'''Allow Selected Outsiders.''' We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive.
**Population Growth is slightly increased
**Amount of eligible workers is slightly increased.
*'''Equal Pay.''' Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite.
**Trust will rise slightly.
*'''Mandatory Schools'''
*'''Parental Duties'''
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{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
It is possible to click the factions and council members to see more information about them and their beliefs.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Selecting an issue will show the Laws available to address it. Likewise, hovering over an issue will show "alternative policies" for it. Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
Laws tend to have a name and individualised art, some flavour text about how it addresses the issue, and a list of effects on certain resources or city statistics. Next to the law, and an indicators about the general support or opposition to the law such as the [[Community]] or [[Faction]] that currently supports it (if any), a measure of the delegates current intentions before negotiations, and its impact on the [[Zeitgeist]] if successfully adopted.
===Voting===
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. Some of the "hesitant" voters will go to each side. Negotiation and promises can be done with the factions. Alternatively, the Steward can "pressure" the delegates into accepting the law (there is no method to pressure against a law).
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
Laws for this issue unlocked by research.
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
*Standard Scouts
*Pathfinder Scouts
*Mechanised Scouts
====Outpost Organisation====
*Standard Outposts
*Productive
*Resilient
===Efficiency===
====Worker Shifts====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=[[Machine-Adjusted Shifts]]
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
Laws for this issue unlocked by research. Controversial law.
*Apex Workers
*Machine replacement
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
===Welfare===
====Essentials====
Issue unlocked at the start of the game.
{{Card
|title=[[Free Essentials]]
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Contagion Prevention====
Issue unlocked at the start of the game (or very early on).
{{Card
|title=No common rules
|content=
*No effects
}}
{{Card
|title=Infection Badge
|content=*Disease down
*Tension slightly up
}}
{{Card
|title=Supported Quarantine
|content=*Disease down significantly
*{{twi|Shelter}} availability decreased (uncertain how this works, possibly reduces maximum shelter or simply causes more of it to be used)
}}
====Housing Distribution====
{{Card
|title=Housing Queues
|content=
*No effect
}}
{{Card
|title=Mandatory Crowding
|content=
*Equality ideology
*Shelter Availability significantly increased
}}
{{Card
|title=Merit-Based Housing
|content=
*Merit ideology
*Heatstamps per capita slightly increased
*Shelter Availability significantly increased
}}
====Alcohol====
{{Card
|title=Alcohol Rations
|content=
*No effects
}}
{{Card
|title=City-Run Alcohol Shops
|content=
*Heatstamps per capita slightly
}}
{{Card
|title=Privatized Alcohol Production
|content="Increased availability"
*Trust will rise slightly
}}
===Citizenship===
====Outsiders====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=There are no clear rules about who can settle in the City.
*No effects; after an event, may slightly decrease population growth.
}}
{{Card
|title=Accept All Outsiders
|content=*Population growth up
}}
{{Card
|title=Allow Productive Outsiders
|content="We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive."
*Population growth marginally up
*Heatstamps income per capita marginally up
}}
{{Card
|title=Admit No Outsiders
|content=
*Only unlocked by event (possibly {{twi|Shelter}} shortage)
*Population growth greatly down
}}
====Community Service====
{{Card
|title=Expedition Support
|content=
*exploration time improved
}}
{{Card
|title=City Development Effort
|content=
*Materials output based on population
}}
{{Card
|title=Service Exemptions
|content=purchase an exemption from the city
*Heatstamps output based on population
}}
{{Card
|title=Heatpipe Watch
|content=
*{{twi|Heat}} demand down
}}
====Maintenance Duty====
{{Card
|title=No Maintenance Duty
|content=
*No effects
}}
{{Card
|title=All Do Maintenance
|content=
*{{twi|Materials}} demand down significantly
}}
{{Card
|title=Unproductive Do Maintenance
|content=
*{{twi|Materials}} demand down slightly
}}
===Labour===
====Work Compensation====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Compensation
|content=
*No effects
}}
{{Card
|title=Equal Pay
|content= "Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite."
*Trust up, Heatstamps down
*{{twi|Heat}} demand down
}}
{{Card
|title=Efficiency Bonuses
|content=
*Production efficiency up
}}
====Labour Organisation====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Labour Organisation
|content="Labour Organisation is determined by individual workplaces. The city is uninvolved."
*No effects
}}
{{Card
|title=Mandatory Unions
|content=
*Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
}}
{{Card
|title=Labour Oversight
|content=
*Trust falls slightly
*Production Efficiency significantly up
}}
====Workplace Control====
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
===Care===
====Funerals====
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Treatment====
Issue possibly unlocked by building any type of [[hospital]] building?
*Unregulated Treatment
*Conservative Treatment
** Disease slightly reduced
*Experimental Treatment
**Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally
===Family===
====Childhood====
Issue unlocked at the start of the game.
{{Card
|title=[[Mandatory Schools]]
|content=*Research Speed up, but costs {{twi|Heatstamps}} per capita
}}
{{Card
|title=[[Family Apprenticeship]]
|content=*{{twi|Workforce}} percentage up
}}
====Youth====
*Liberated Youth
*Dutiful Youth
====Relationships====
====Parenthood====
*Parental Duties
====Procreation====
===Crime===
====Guard Immunity====
Note: Radical law. Increases tension and takes longer to research.
====Crime Elimination====
====Criminal Reparations====
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
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newlines for pagename/filename parsers
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<includeonly><span style="display:inline; white-space: nowrap;"><!--
Icon image
-->{{#if: {{#show:{{{1}}}|?icon}}
|[[image:{{PAGENAME:<!--
-->{{#show:{{{1}}}<!--
-->|?icon|link=none|limit=1|searchlabel=<!--
-->}}<!--
-->}}<!--
-->|link={{{1}}}|24px|class=mr-35]]
|
}}{{#if: {{{3|}}}<!--
Parser to add text; choose link, etc. If 3 set, then use first set:
Non link text - prefer override text (eg plural of the icon name) but otherwise just use icon name
-->|{{#if:{{{2|}}} <!--
-->|{{{2}}} <!--
-->|{{{1}}} <!--
-->}}<!--
If 3 not set, add Linked text
-->|[[<!--
-->{{{1}}}|{{#if: {{{2|}}} <!--
-->|{{{2}}}<!--
-->|{{PAGENAME:{{{1}}}}}}}<!--
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}}</span></includeonly><noinclude>
{{template doc}}
</noinclude>
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<onlyinclude>[[Image:{{#switch: {{{1|}}}
|forager=foragers.png
|machinist=machinists.png
|iceblood=icebloods.png
|technocrat=technocrats.png
|
|lords=
|thinkers=
||link={{{1}}}|24px|class=mr-35
]]<onlyinclude>
<noinclude>
==Documentation==
Gives faction icons for inline use (24px)
</noinclude>
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default and add to documentation
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<onlyinclude>[[Image:{{#switch: {{{1|}}}
|forager=foragers.png
|machinist=machinists.png
|iceblood=icebloods.png
|technocrat=technocrats.png
|lords=
|thinkers=
|#default=NoIcon.png
}}
|link={{{1|{{{2|}}}<!---->}}}|24px|class=mr-35
]]<onlyinclude>
<noinclude>
==Documentation==
Gives faction icons for inline use (24px). New factions can be added to the switch. Just add the file name and extension; everything else will be formatted automatically and the faction's page will be linked if applicable.
</noinclude>
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troubleshooting
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<onlyinclude>[[Image:{{#switch: {{{1|}}}
|forager=foragers.png
|machinist=machinists.png
|iceblood=icebloods.png
|technocrat=technocrats.png
|lords=
|thinkers=
|#default=NoIcon.png
}}|<!-- I have no idea why but putting this pipe on a separate line to the curly brackets breaks the file link-->
link={{{1|{{{2|}}}<!---->}}}|24px|class=mr-35]]</onlyinclude>
<noinclude>
==Documentation==
Gives faction icons for inline use (24px). New factions can be added to the switch. Just add the file name and extension; everything else will be formatted automatically and the faction's page will be linked if applicable.
</noinclude>
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REDIRECT [[File:NoIcon.png]]
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#REDIRECT [[File:NoIcon.png]]
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#REDIRECT [[File:NoIcon.png]]
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REDIRECT [[Community]] - fix pluralisation to get to actual page
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#REDIRECT [[Community]]
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Redirected page to [[Frostland]]
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#REDIRECT [[Frostland]]
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/* {{PAGENAME}} Maps */ adjust wording etc
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{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
Frostland is a vast world outside of the City in {{GAMENAME}} full of dangers and riches. Player can explore and exploit its reaches to get different {{twi|Resources}}, make Outposts and Colonies to provide the City with nearly everything its people need.
In order to access {{PAGENAME}} player will need to construct {{twi|Logistics District}} at the edge of the City map on the Old Waystation. {{twi|Logistics District}} will provide {{twi|Frostland Teams}} that are being used to explore different nodes on {{PAGENAME}} map.
=={{PAGENAME}} Exploration==
Exploration is a unique {{twi|Game Mechanics}} in {{GAMENAME}}.
There are multiple Territories on the {{PAGENAME}} map. You can select them by clicking on their names and read its description, which may hint on the resources that might be found. To explore a Teritory you need to allocate a certain number of {{twi|Frostland Teams}}, which are sourced from the {{twi|Logistics District}} and its Buildings.
The number of {{twi|Frostland Teams}} required on the difficulty of the Territory and range from 10 to 40 for the early game areas.<br>
Icons next to the territory means that the territory is more challenging and requires more {{twi|Frostland Teams}}.
The Cost and exploration time can be reduced by researching alternative exploration methods in the {{twi|Idea Tree}}.
Once a Territory is explored player can have variety of outcomes: different {{twi|Resources}} that can be brought back to the City, Harvesting Areas, Outposts or {{twi|Lore}} information.
=={{PAGENAME}} Maps==
The Map is an option chosen at game start. While only one map was available for the beta, other options were displayed and they are likely to affect the type of geographical features that can be found and the regional layout. Maps have a mix of procedurally generated content like Territory names which are completely random; as well as some fixed points, such as the city, or resource locations like Coal Camps and Oil Deposits.
===Windswept Peaks===
[[File:Windswept Peaks Map.png|240px|thumb|Frostpunk 2 Windswept Peaks Full Map Example]]
{{Quote|Sheltered between mountain ranges in a small valley, this place was judged well-protected from the elements, with relatively easy access to key resources.}}
It features a lot of Mountain Territories and rocky terrain, that requires complex routing of {{twi|Trail}} and {{twi|Railroad}}.
{{twi|Whiteout|Whiteouts}} come from a random direction and go through the city location, but the bottom left corner of the map may be more likely than other directions.
=={{PAGENAME}} Harvesting Areas==
Upon exploring a Territory might reveal a Harvesting Area. Harvesting Areas can be found everywhere around the Frostland. They are an alternative source of {{twi|Food}}.
Contrary to Outposts, Harvesting Areas don't need to be connected to the City by a {{twi|Trail}} or {{twi|Railroad}}, they just need {{twi|Frostland Teams}} to operate them to start providing {{twi|Food}}.
You can research {{twi|Harvester Hangars}} to increase the amount of {{twi|Food}} provided by Harvesting Areas.
=={{PAGENAME}} Outposts==
Outposts can be discovered in {{PAGENAME}} and act as a source of {{twi|Coal}}, {{twi|Materials}} or {{twi|Oil}}.
To get an Outpost running, you must first connect an Outpost site by a {{twi|Trail}}. Trail have to be connected to the one of the City's entry points, where {{twi|Logistics District}} is built. You can then construct it and begin extracting resources.
Its possible to increase the efficiency of an Outpost by connecting it using {{twi|Railroads}} instead of {{twi|Trail}}.
But be wary, Outposts will eventually run out of resources.
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expansion on exploration/expedition process, add trivia about zero-cost explorations, other misc
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{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
The '''Frostland''' is a vast world outside of the City in {{GAMENAME}} full of dangers and riches. The Frostland interface functions as a wider regional map, and part of the [[game mechanics]] of {{GAMENAME}} is that the player can explore and exploit its reaches to get different {{twi|Resources}} and make Outposts and Colonies to provide the City with everything its people need.
In order to access and interact with the Frostland, the Steward will need to construct a {{twi|Logistics District}} at the edge of the City map at an Old Waystation location. There are several around the city borders. More Logistics Districts as well as Buildings to upgrade the district will increase the number of {{twi|Frostland Teams}} that can be used to explore the regional Frostland map.
=={{PAGENAME}} Exploration==
There are multiple Territories on the Frostland map that represent an area like a biome or a geographical environment. These are used to split up areas of the map. The player can select a Territory by clicking on their map label and read its description, which may hint at the resources that might be found there.
To explore a Territory the Steward needs to send an Expedition by allocating a certain number of {{twi|Frostland Teams}}, which are sourced from the {{twi|Logistics District}} and its Buildings. The number of {{twi|Frostland Teams}} required varies on the difficulty of the Territory and can range from 10 to 40 teams for the early game areas. Icons next to the territory means that the territory is more challenging and requires more {{twi|Frostland Teams}}. The Cost and exploration time can be reduced by researching alternative exploration methods in the {{twi|Idea Tree}}, [[Council]] laws, or by Buildings like the Scout Headquarters.
Some unexplored territory names include:
*Plains
*Mountains
*Crevasse Fields
*Hills
Once the expedition is completed, the Territory is considered "Charted" and the old marker will despawn. More of the map will be revealed, and new nodes will appear, including further Territories behind the explored one. A random name will also be given to the area on the map background. There can be a variety of node outcomes: different {{twi|Resources}} that can be brought back to the City like food Harvesting Areas or Outposts; there might also be a Landmark with some {{twi|Lore}} information instead.
==Map choice==
The Map is an option chosen at game start. While only one map was available for the beta, other options were displayed and they are likely to affect the type of geographical features that can be found and the regional layout. Maps have a mix of procedurally generated content like Territory names which are completely random; as well as some fixed points, such as the city, or resource locations like Coal Camps and Oil Deposits.
===Windswept Peaks===
[[File:Windswept Peaks Map.png|240px|thumb|Frostpunk 2 Windswept Peaks Full Map Example]]
{{Quote|Sheltered between mountain ranges in a small valley, this place was judged well-protected from the elements, with relatively easy access to key resources.}}
This map features a lot of Mountain Territories and rocky terrain. It can block {{twi|Trail}} and {{twi|Railroad}} replacement which can lead to more complex routing of {{twi|Trail}} or {{twi|Railroad}} used for outposts.
{{twi|Whiteout|Whiteouts}} come from a random direction and go through the city location, but the bottom left corner of the map may be more likely than other directions.
<div style="clear:both;"/>
==Frostland resources==
==={{PAGENAME}} Harvesting Areas===
Harvesting Areas can be found everywhere around the Frostland. They are an alternative source of {{twi|Food}}.
Contrary to Outposts, Harvesting Areas don't need to be connected to the City by a {{twi|Trail}} or {{twi|Railroad}}, they just need {{twi|Frostland Teams}} to operate them to start providing {{twi|Food}}.
You can research {{twi|Harvester Hangars}} to increase the amount of {{twi|Food}} provided by Harvesting Areas.
==={{PAGENAME}} Outposts===
Outposts act as a source of {{twi|Coal}}, {{twi|Materials}} or {{twi|Oil}}.
To get an Outpost running, you must first connect an Outpost site by a {{twi|Trail}}. Trail have to be connected to the one of the City's entry points, which roughly align to where {{twi|Logistics District}} is built on the city map. You can then construct it and begin extracting resources.
Its possible to increase the efficiency of an Outpost by connecting it using {{twi|Railroads}} instead of {{twi|Trail}}.
Outposts have a limited supply of resource will eventually run out to depletion.
==Trivia==
*During the beta some players used scout team reduction to reduce the exploration cost to zero, allowing them to set up infinite expeditions and rapidly explore new territories.
77de7afae7283242b1ee2e1d7177d599fa182329
1059
1058
2024-05-05T15:08:48Z
Techhead7890
17
/* {{PAGENAME}} Harvesting Areas */ change link to building over tech; disable some links (but keep icons) to avoid reader overload
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
The '''Frostland''' is a vast world outside of the City in {{GAMENAME}} full of dangers and riches. The Frostland interface functions as a wider regional map, and part of the [[game mechanics]] of {{GAMENAME}} is that the player can explore and exploit its reaches to get different {{twi|Resources}} and make Outposts and Colonies to provide the City with everything its people need.
In order to access and interact with the Frostland, the Steward will need to construct a {{twi|Logistics District}} at the edge of the City map at an Old Waystation location. There are several around the city borders. More Logistics Districts as well as Buildings to upgrade the district will increase the number of {{twi|Frostland Teams}} that can be used to explore the regional Frostland map.
=={{PAGENAME}} Exploration==
There are multiple Territories on the Frostland map that represent an area like a biome or a geographical environment. These are used to split up areas of the map. The player can select a Territory by clicking on their map label and read its description, which may hint at the resources that might be found there.
To explore a Territory the Steward needs to send an Expedition by allocating a certain number of {{twi|Frostland Teams}}, which are sourced from the {{twi|Logistics District}} and its Buildings. The number of {{twi|Frostland Teams}} required varies on the difficulty of the Territory and can range from 10 to 40 teams for the early game areas. Icons next to the territory means that the territory is more challenging and requires more {{twi|Frostland Teams}}. The Cost and exploration time can be reduced by researching alternative exploration methods in the {{twi|Idea Tree}}, [[Council]] laws, or by Buildings like the Scout Headquarters.
Some unexplored territory names include:
*Plains
*Mountains
*Crevasse Fields
*Hills
Once the expedition is completed, the Territory is considered "Charted" and the old marker will despawn. More of the map will be revealed, and new nodes will appear, including further Territories behind the explored one. A random name will also be given to the area on the map background. There can be a variety of node outcomes: different {{twi|Resources}} that can be brought back to the City like food Harvesting Areas or Outposts; there might also be a Landmark with some {{twi|Lore}} information instead.
==Map choice==
The Map is an option chosen at game start. While only one map was available for the beta, other options were displayed and they are likely to affect the type of geographical features that can be found and the regional layout. Maps have a mix of procedurally generated content like Territory names which are completely random; as well as some fixed points, such as the city, or resource locations like Coal Camps and Oil Deposits.
===Windswept Peaks===
[[File:Windswept Peaks Map.png|240px|thumb|Frostpunk 2 Windswept Peaks Full Map Example]]
{{Quote|Sheltered between mountain ranges in a small valley, this place was judged well-protected from the elements, with relatively easy access to key resources.}}
This map features a lot of Mountain Territories and rocky terrain. It can block {{twi|Trail}} and {{twi|Railroad}} replacement which can lead to more complex routing of {{twi|Trail}} or {{twi|Railroad}} used for outposts.
{{twi|Whiteout|Whiteouts}} come from a random direction and go through the city location, but the bottom left corner of the map may be more likely than other directions.
<div style="clear:both;"/>
==Frostland resources==
==={{PAGENAME}} Harvesting Areas===
Harvesting Areas can be found everywhere around the Frostland. They are an alternative source of {{twi|Food}}.
Harvesting Areas just need {{twi|Frostland Teams}} to operate them and can start providing {{twi|Food||no}} immediately, as they do not require a route connecting them to the city.
The {{twi|Harvester Hangar}} building will increase the amount of {{twi|Food||no}} provided by Harvesting Areas.
==={{PAGENAME}} Outposts===
Outposts act as a source of {{twi|Coal}}, {{twi|Materials}} or {{twi|Oil}}.
To get an Outpost running, you must first connect an Outpost site by a {{twi|Trail}}. Trail have to be connected to the one of the City's entry points, which roughly align to where {{twi|Logistics District}} is built on the city map. You can then construct it and begin extracting resources.
Its possible to increase the efficiency of an Outpost by connecting it using {{twi|Railroads}} instead of {{twi|Trail}}.
Outposts have a limited supply of resource will eventually run out to depletion.
==Trivia==
*During the beta some players used scout team reduction to reduce the exploration cost to zero, allowing them to set up infinite expeditions and rapidly explore new territories.
81fe5e36be2e2622f7759f3cfcbd0d984435dc96
1060
1059
2024-05-05T15:10:27Z
Techhead7890
17
/* Windswept Peaks */ whoops, fix wording
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
The '''Frostland''' is a vast world outside of the City in {{GAMENAME}} full of dangers and riches. The Frostland interface functions as a wider regional map, and part of the [[game mechanics]] of {{GAMENAME}} is that the player can explore and exploit its reaches to get different {{twi|Resources}} and make Outposts and Colonies to provide the City with everything its people need.
In order to access and interact with the Frostland, the Steward will need to construct a {{twi|Logistics District}} at the edge of the City map at an Old Waystation location. There are several around the city borders. More Logistics Districts as well as Buildings to upgrade the district will increase the number of {{twi|Frostland Teams}} that can be used to explore the regional Frostland map.
=={{PAGENAME}} Exploration==
There are multiple Territories on the Frostland map that represent an area like a biome or a geographical environment. These are used to split up areas of the map. The player can select a Territory by clicking on their map label and read its description, which may hint at the resources that might be found there.
To explore a Territory the Steward needs to send an Expedition by allocating a certain number of {{twi|Frostland Teams}}, which are sourced from the {{twi|Logistics District}} and its Buildings. The number of {{twi|Frostland Teams}} required varies on the difficulty of the Territory and can range from 10 to 40 teams for the early game areas. Icons next to the territory means that the territory is more challenging and requires more {{twi|Frostland Teams}}. The Cost and exploration time can be reduced by researching alternative exploration methods in the {{twi|Idea Tree}}, [[Council]] laws, or by Buildings like the Scout Headquarters.
Some unexplored territory names include:
*Plains
*Mountains
*Crevasse Fields
*Hills
Once the expedition is completed, the Territory is considered "Charted" and the old marker will despawn. More of the map will be revealed, and new nodes will appear, including further Territories behind the explored one. A random name will also be given to the area on the map background. There can be a variety of node outcomes: different {{twi|Resources}} that can be brought back to the City like food Harvesting Areas or Outposts; there might also be a Landmark with some {{twi|Lore}} information instead.
==Map choice==
The Map is an option chosen at game start. While only one map was available for the beta, other options were displayed and they are likely to affect the type of geographical features that can be found and the regional layout. Maps have a mix of procedurally generated content like Territory names which are completely random; as well as some fixed points, such as the city, or resource locations like Coal Camps and Oil Deposits.
===Windswept Peaks===
[[File:Windswept Peaks Map.png|240px|thumb|Frostpunk 2 Windswept Peaks Full Map Example]]
{{Quote|Sheltered between mountain ranges in a small valley, this place was judged well-protected from the elements, with relatively easy access to key resources.}}
This map features a lot of Mountain Territories and rocky terrain. The mountain terrain can also block placement of {{twi|Trail}} or {{twi|Railroad}} used for outposts, which which can lead to more complex routing around them.
{{twi|Whiteout|Whiteouts}} come from a random direction and go through the city location, but the bottom left corner of the map may be more likely than other directions.
<div style="clear:both;"/>
==Frostland resources==
==={{PAGENAME}} Harvesting Areas===
Harvesting Areas can be found everywhere around the Frostland. They are an alternative source of {{twi|Food}}.
Harvesting Areas just need {{twi|Frostland Teams}} to operate them and can start providing {{twi|Food||no}} immediately, as they do not require a route connecting them to the city.
The {{twi|Harvester Hangar}} building will increase the amount of {{twi|Food||no}} provided by Harvesting Areas.
==={{PAGENAME}} Outposts===
Outposts act as a source of {{twi|Coal}}, {{twi|Materials}} or {{twi|Oil}}.
To get an Outpost running, you must first connect an Outpost site by a {{twi|Trail}}. Trail have to be connected to the one of the City's entry points, which roughly align to where {{twi|Logistics District}} is built on the city map. You can then construct it and begin extracting resources.
Its possible to increase the efficiency of an Outpost by connecting it using {{twi|Railroads}} instead of {{twi|Trail}}.
Outposts have a limited supply of resource will eventually run out to depletion.
==Trivia==
*During the beta some players used scout team reduction to reduce the exploration cost to zero, allowing them to set up infinite expeditions and rapidly explore new territories.
18a181128651457b0b9a8a9a0081b3a0988e7b18
Heat
0
216
1061
621
2024-05-05T15:14:53Z
Techhead7890
17
adjust demand wording, link waste heat research
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
'''Heat''' is a [[Resource]], and a gameplay concept of protection against [[cold]] and low [[temperature]]s. Operating certain [[District]]s, namely the [[Housing District]], the [[Central District]], and the [[Food District]] will increase the need for it as a resource [[Demand]]. It is produced from {{twi|coal}} in the [[Generator]].
Heating can also be generated with the Heat Recycling law once the Adaptation version of [[Waste Heat Conversion]] is researched in the [[Idea Tree]] and can be reduced by certain "Area Bonus" adjacency bonuses by smart placement of districts between each other.
[[category: Resource]]
26222ecbd7d3f0347ddaf1c8475f39b6505bc509
Problem
0
236
1062
606
2024-05-05T15:16:49Z
Techhead7890
17
catastrophic
wikitext
text/x-wiki
'''Problems''' in the city include 5 negative effects:
*{{twi|Cold}} - insufficient {{twi|Heat}} or {{twi|Shelter}}
*{{twi|Hunger}} - insufficient {{twi|Food}}
*{{twi|Squalor}} - grime and ill-maintenance produced by insufficient {{twi|Materials}}, {{twi|Machinist||no}} [[building]]s, or adjacency maluses between certain [[district]]s
** Squalor can be dealt with by filtration buildings.
*{{twi|Disease}} - produced by {{twi|Forager||no}} buildings
** Diseasecan be dealt with by the [[Hospital]] building or certain council laws, such as Quarantine and Funerals.
*{{twi|Crime}} - insufficient {{twi|Goods}}
** Crime can be dealt with by the [[Watchtower]] building.
They can reduce the available {{twi|workforce}}, slow {{twi|population}} growth, or increase city {{twi|tension}}.
They start at the 'absent' state. They can be classed as stable, diminishing, or presumably increasing. If any of the levels reaches "Catastrophic" a special [[event]] will be triggered to provide a drastic solution towards the problem.
24b955ebe03abb81ba35a533b7bba9a8b68dd469
File:Icebloods overview.jpg
6
437
1066
2024-05-05T16:24:43Z
Techhead7890
17
may have a png, will have to check
wikitext
text/x-wiki
== Summary ==
may have a png, will have to check
0f68359265a585d53ebc9d84f6a8c0cb98ce4202
File:Different ideas.jpg
6
438
1071
2024-05-05T17:11:52Z
Techhead7890
17
Research start invent that leads to the [[Research Institute]] building. From beta
wikitext
text/x-wiki
== Summary ==
Research start invent that leads to the [[Research Institute]] building. From beta
75a04998c30cea7bbf60df64488cab6f414a1ef3
File:Council chamber.jpg
6
439
1072
2024-05-05T17:12:48Z
Techhead7890
17
from beta
wikitext
text/x-wiki
== Summary ==
from beta
3aa8d6b386506fab610a71467e5942a33d8811d2
File:Negotiation.jpg
6
440
1073
2024-05-05T17:13:57Z
Techhead7890
17
[[Council]] UI - from beta
wikitext
text/x-wiki
== Summary ==
[[Council]] UI - from beta
77f46c2730ce00b9b046aa1197ec849ea5824c41
File:Council faction icebloods.jpg
6
441
1074
2024-05-05T17:14:44Z
Techhead7890
17
council faction overview and display of seating - from beta
wikitext
text/x-wiki
== Summary ==
council faction overview and display of seating - from beta
e885aabd8982c67e1258241130b72daf7279b63d
File:Rally event iceblood.jpg
6
442
1075
2024-05-05T17:15:29Z
Techhead7890
17
from beta
wikitext
text/x-wiki
== Summary ==
from beta
3aa8d6b386506fab610a71467e5942a33d8811d2
File:District colours.jpg
6
443
1076
2024-05-05T17:17:59Z
Techhead7890
17
from beta
wikitext
text/x-wiki
== Summary ==
from beta
3aa8d6b386506fab610a71467e5942a33d8811d2
Faction
0
129
1077
1055
2024-05-05T17:20:39Z
Techhead7890
17
/* Technocrats */ manifesto from council negotiations screen
wikitext
text/x-wiki
{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Foragers==
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]].
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists.
==Machinists==
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
3f0abd805755343c146372f4f50bb3a516491ec8
1080
1077
2024-05-05T17:29:57Z
Techhead7890
17
/* Machinists */ add ideological position
wikitext
text/x-wiki
{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Foragers==
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]].
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists.
==Machinists==
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "To them, technological progress is the only way to ensure survival."
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
b8281e35237043774cb1095dc7e85d240596c620
1084
1080
2024-05-05T17:35:09Z
Techhead7890
17
/* Foragers */ add ideology quote from council
wikitext
text/x-wiki
{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Foragers==
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "They believe adaptation is key, and growing reliant on technological gimmicks invites disaster."
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists.
==Machinists==
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "To them, technological progress is the only way to ensure survival."
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
8cc2aefa043e976d7eab0314ef528434e79e6575
1085
1084
2024-05-05T17:38:28Z
Techhead7890
17
/* Icebloods */ add paraphrasing from council selection (not from negotiation mouseover, so may be inaccurate)
wikitext
text/x-wiki
{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Foragers==
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "They believe adaptation is key, and growing reliant on technological gimmicks invites disaster."
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists. To paraphrase their manifesto (not a direct quote): "Embrace Adaptation, reward Merit, honour Tradition."
==Machinists==
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "To them, technological progress is the only way to ensure survival."
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
e76ba31262934b13c49833db285c64f69e0b8a25
Council
0
127
1078
1070
2024-05-05T17:23:44Z
Techhead7890
17
/* Family */ dutiful youth came up a lot in the iceblood rally promises, so make sure that gets added
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws are first being proposed and voted on and being negotiated. In order for law to pass Steward will have to sway most people to his point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
It is possible to click the factions and council members to see more information about them and their beliefs.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Selecting an issue will show the Laws available to address it. Likewise, hovering over an issue will show "alternative policies" for it. Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
Laws tend to have a name and individualised art, some flavour text about how it addresses the issue, and a list of effects on certain resources or city statistics. Next to the law, and an indicators about the general support or opposition to the law such as the [[Community]] or [[Faction]] that currently supports it (if any), a measure of the delegates current intentions before negotiations, and its impact on the [[Zeitgeist]] if successfully adopted.
===Voting===
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. Some of the "hesitant" voters will go to each side. Negotiation and promises can be done with the factions. Alternatively, the Steward can "pressure" the delegates into accepting the law (there is no method to pressure against a law).
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
Laws for this issue unlocked by research.
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
*Standard Scouts
*Pathfinder Scouts
*Mechanised Scouts
====Outpost Organisation====
*Standard Outposts
*Productive
*Resilient
===Efficiency===
====Worker Shifts====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=[[Machine-Adjusted Shifts]]
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
Laws for this issue unlocked by research. Controversial law.
*Apex Workers
*Machine replacement
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
===Welfare===
====Essentials====
Issue unlocked at the start of the game.
{{Card
|title=[[Free Essentials]]
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Contagion Prevention====
Issue unlocked at the start of the game (or very early on).
{{Card
|title=No common rules
|content=
*No effects
}}
{{Card
|title=Infection Badge
|content=*Disease down
*Tension slightly up
}}
{{Card
|title=Supported Quarantine
|content=*Disease down significantly
*{{twi|Shelter}} availability decreased (uncertain how this works, possibly reduces maximum shelter or simply causes more of it to be used)
}}
====Housing Distribution====
{{Card
|title=Housing Queues
|content=
*No effect
}}
{{Card
|title=Mandatory Crowding
|content=
*Equality ideology
*Shelter Availability significantly increased
}}
{{Card
|title=Merit-Based Housing
|content=
*Merit ideology
*Heatstamps per capita slightly increased
*Shelter Availability significantly increased
}}
====Alcohol====
{{Card
|title=Alcohol Rations
|content=
*No effects
}}
{{Card
|title=City-Run Alcohol Shops
|content=
*Heatstamps per capita slightly
}}
{{Card
|title=Privatized Alcohol Production
|content="Increased availability"
*Trust will rise slightly
}}
===Citizenship===
====Outsiders====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=There are no clear rules about who can settle in the City.
*No effects; after an event, may slightly decrease population growth.
}}
{{Card
|title=Accept All Outsiders
|content=*Population growth up
}}
{{Card
|title=Allow Productive Outsiders
|content="We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive."
*Population growth marginally up
*Heatstamps income per capita marginally up
}}
{{Card
|title=Admit No Outsiders
|content=
*Only unlocked by event (possibly {{twi|Shelter}} shortage)
*Population growth greatly down
}}
====Community Service====
{{Card
|title=Expedition Support
|content=
*exploration time improved
}}
{{Card
|title=City Development Effort
|content=
*Materials output based on population
}}
{{Card
|title=Service Exemptions
|content=purchase an exemption from the city
*Heatstamps output based on population
}}
{{Card
|title=Heatpipe Watch
|content=
*{{twi|Heat}} demand down
}}
====Maintenance Duty====
{{Card
|title=No Maintenance Duty
|content=
*No effects
}}
{{Card
|title=All Do Maintenance
|content=
*{{twi|Materials}} demand down significantly
}}
{{Card
|title=Unproductive Do Maintenance
|content=
*{{twi|Materials}} demand down slightly
}}
===Labour===
====Work Compensation====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Compensation
|content=
*No effects
}}
{{Card
|title=Equal Pay
|content= "Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite."
*Trust up, Heatstamps down
*{{twi|Heat}} demand down
}}
{{Card
|title=Efficiency Bonuses
|content=
*Production efficiency up
}}
====Labour Organisation====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Labour Organisation
|content="Labour Organisation is determined by individual workplaces. The city is uninvolved."
*No effects
}}
{{Card
|title=Mandatory Unions
|content=
*Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
}}
{{Card
|title=Labour Oversight
|content=
*Trust falls slightly
*Production Efficiency significantly up
}}
====Workplace Control====
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
===Care===
====Funerals====
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Treatment====
Issue possibly unlocked by building any type of [[hospital]] building?
*Unregulated Treatment
*Conservative Treatment
** Disease slightly reduced
*Experimental Treatment
**Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally
===Family===
====Childhood====
Issue unlocked at the start of the game.
{{Card
|title=[[Mandatory Schools]]
|content=*Research Speed up, but costs {{twi|Heatstamps}} per capita
}}
{{Card
|title=[[Family Apprenticeship]]
|content=*{{twi|Workforce}} percentage up
}}
====Youth====
{{Card
|title=Dutiful Youth
|content="Young adults participate in volunteering activities under the superivision of elders who teach them moral values."
*Percentage of Active Workers slightly increased
*Crime is slightly decreased.
*Tradition ideology.
}}
{{Card
|title=Liberated Youth
|content=*Trust up slightly
}}
====Relationships====
====Parenthood====
*Parental Duties
====Procreation====
===Crime===
====Guard Immunity====
Note: Radical law. Increases tension and takes longer to research.
====Crime Elimination====
====Criminal Reparations====
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
5abe6724914b23c10db5cdaf086827beb3f5c3a4
1081
1078
2024-05-05T17:31:17Z
Techhead7890
17
intro and add image
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws affect the city in a wide variety of ways, from [[resource]] production efficiency and [[population]] growth, to reducing [[problems]] and increasing [[trust]]. Laws often begin as researched {{twi|Idea Tree}} concepts, and then laws can be proposed negotiated, and come to a vote. In order for a law to pass, the Steward will have to sway at least 51 delegates to their point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
It is possible to click the factions and council members to see more information about them and their beliefs.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Selecting an issue will show the Laws available to address it. Likewise, hovering over an issue will show "alternative policies" for it. Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
Laws tend to have a name and individualised art, some flavour text about how it addresses the issue, and a list of effects on certain resources or city statistics. Next to the law, and an indicators about the general support or opposition to the law such as the [[Community]] or [[Faction]] that currently supports it (if any), a measure of the delegates current intentions before negotiations, and its impact on the [[Zeitgeist]] if successfully adopted.
===Voting===
[[File:Council vote.jpg|thumb|right]]
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. Some of the "hesitant" voters will go to each side. Negotiation and promises can be done with the factions. Alternatively, the Steward can "pressure" the delegates into accepting the law (there is no method to pressure against a law).
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
Laws for this issue unlocked by research.
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
*Standard Scouts
*Pathfinder Scouts
*Mechanised Scouts
====Outpost Organisation====
*Standard Outposts
*Productive
*Resilient
===Efficiency===
====Worker Shifts====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=[[Machine-Adjusted Shifts]]
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
Laws for this issue unlocked by research. Controversial law.
*Apex Workers
*Machine replacement
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
===Welfare===
====Essentials====
Issue unlocked at the start of the game.
{{Card
|title=[[Free Essentials]]
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Contagion Prevention====
Issue unlocked at the start of the game (or very early on).
{{Card
|title=No common rules
|content=
*No effects
}}
{{Card
|title=Infection Badge
|content=*Disease down
*Tension slightly up
}}
{{Card
|title=Supported Quarantine
|content=*Disease down significantly
*{{twi|Shelter}} availability decreased (uncertain how this works, possibly reduces maximum shelter or simply causes more of it to be used)
}}
====Housing Distribution====
{{Card
|title=Housing Queues
|content=
*No effect
}}
{{Card
|title=Mandatory Crowding
|content=
*Equality ideology
*Shelter Availability significantly increased
}}
{{Card
|title=Merit-Based Housing
|content=
*Merit ideology
*Heatstamps per capita slightly increased
*Shelter Availability significantly increased
}}
====Alcohol====
{{Card
|title=Alcohol Rations
|content=
*No effects
}}
{{Card
|title=City-Run Alcohol Shops
|content=
*Heatstamps per capita slightly
}}
{{Card
|title=Privatized Alcohol Production
|content="Increased availability"
*Trust will rise slightly
}}
===Citizenship===
====Outsiders====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=There are no clear rules about who can settle in the City.
*No effects; after an event, may slightly decrease population growth.
}}
{{Card
|title=Accept All Outsiders
|content=*Population growth up
}}
{{Card
|title=Allow Productive Outsiders
|content="We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive."
*Population growth marginally up
*Heatstamps income per capita marginally up
}}
{{Card
|title=Admit No Outsiders
|content=
*Only unlocked by event (possibly {{twi|Shelter}} shortage)
*Population growth greatly down
}}
====Community Service====
{{Card
|title=Expedition Support
|content=
*exploration time improved
}}
{{Card
|title=City Development Effort
|content=
*Materials output based on population
}}
{{Card
|title=Service Exemptions
|content=purchase an exemption from the city
*Heatstamps output based on population
}}
{{Card
|title=Heatpipe Watch
|content=
*{{twi|Heat}} demand down
}}
====Maintenance Duty====
{{Card
|title=No Maintenance Duty
|content=
*No effects
}}
{{Card
|title=All Do Maintenance
|content=
*{{twi|Materials}} demand down significantly
}}
{{Card
|title=Unproductive Do Maintenance
|content=
*{{twi|Materials}} demand down slightly
}}
===Labour===
====Work Compensation====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Compensation
|content=
*No effects
}}
{{Card
|title=Equal Pay
|content= "Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite."
*Trust up, Heatstamps down
*{{twi|Heat}} demand down
}}
{{Card
|title=Efficiency Bonuses
|content=
*Production efficiency up
}}
====Labour Organisation====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Labour Organisation
|content="Labour Organisation is determined by individual workplaces. The city is uninvolved."
*No effects
}}
{{Card
|title=Mandatory Unions
|content=
*Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
}}
{{Card
|title=Labour Oversight
|content=
*Trust falls slightly
*Production Efficiency significantly up
}}
====Workplace Control====
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
===Care===
====Funerals====
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Treatment====
Issue possibly unlocked by building any type of [[hospital]] building?
*Unregulated Treatment
*Conservative Treatment
** Disease slightly reduced
*Experimental Treatment
**Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally
===Family===
====Childhood====
Issue unlocked at the start of the game.
{{Card
|title=[[Mandatory Schools]]
|content=*Research Speed up, but costs {{twi|Heatstamps}} per capita
}}
{{Card
|title=[[Family Apprenticeship]]
|content=*{{twi|Workforce}} percentage up
}}
====Youth====
{{Card
|title=Dutiful Youth
|content="Young adults participate in volunteering activities under the superivision of elders who teach them moral values."
*Percentage of Active Workers slightly increased
*Crime is slightly decreased.
*Tradition ideology.
}}
{{Card
|title=Liberated Youth
|content=*Trust up slightly
}}
====Relationships====
====Parenthood====
*Parental Duties
====Procreation====
===Crime===
====Guard Immunity====
Note: Radical law. Increases tension and takes longer to research.
====Crime Elimination====
====Criminal Reparations====
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
9f87df1367e1bb3534f7953f979b7b4b3ebc90a1
1088
1081
2024-05-05T17:56:02Z
Techhead7890
17
/* Food Additives */ fix duplication of goods, add names/effect
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws affect the city in a wide variety of ways, from [[resource]] production efficiency and [[population]] growth, to reducing [[problems]] and increasing [[trust]]. Laws often begin as researched {{twi|Idea Tree}} concepts, and then laws can be proposed negotiated, and come to a vote. In order for a law to pass, the Steward will have to sway at least 51 delegates to their point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
It is possible to click the factions and council members to see more information about them and their beliefs.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Selecting an issue will show the Laws available to address it. Likewise, hovering over an issue will show "alternative policies" for it. Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
Laws tend to have a name and individualised art, some flavour text about how it addresses the issue, and a list of effects on certain resources or city statistics. Next to the law, and an indicators about the general support or opposition to the law such as the [[Community]] or [[Faction]] that currently supports it (if any), a measure of the delegates current intentions before negotiations, and its impact on the [[Zeitgeist]] if successfully adopted.
===Voting===
[[File:Council vote.jpg|thumb|right]]
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. Some of the "hesitant" voters will go to each side. Negotiation and promises can be done with the factions. Alternatively, the Steward can "pressure" the delegates into accepting the law (there is no method to pressure against a law).
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Chemical Additives
|content=*Food production efficiency up significantly
*Disease increased marginally
}}
{{Card
|title=Foraged Additives
|content=*Food output based on population
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
Laws for this issue unlocked by research.
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
*Standard Scouts
*Pathfinder Scouts
*Mechanised Scouts
====Outpost Organisation====
*Standard Outposts
*Productive
*Resilient
===Efficiency===
====Worker Shifts====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=[[Machine-Adjusted Shifts]]
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
Laws for this issue unlocked by research. Controversial law.
*Apex Workers
*Machine replacement
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
===Welfare===
====Essentials====
Issue unlocked at the start of the game.
{{Card
|title=[[Free Essentials]]
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Contagion Prevention====
Issue unlocked at the start of the game (or very early on).
{{Card
|title=No common rules
|content=
*No effects
}}
{{Card
|title=Infection Badge
|content=*Disease down
*Tension slightly up
}}
{{Card
|title=Supported Quarantine
|content=*Disease down significantly
*{{twi|Shelter}} availability decreased (uncertain how this works, possibly reduces maximum shelter or simply causes more of it to be used)
}}
====Housing Distribution====
{{Card
|title=Housing Queues
|content=
*No effect
}}
{{Card
|title=Mandatory Crowding
|content=
*Equality ideology
*Shelter Availability significantly increased
}}
{{Card
|title=Merit-Based Housing
|content=
*Merit ideology
*Heatstamps per capita slightly increased
*Shelter Availability significantly increased
}}
====Alcohol====
{{Card
|title=Alcohol Rations
|content=
*No effects
}}
{{Card
|title=City-Run Alcohol Shops
|content=
*Heatstamps per capita slightly
}}
{{Card
|title=Privatized Alcohol Production
|content="Increased availability"
*Trust will rise slightly
}}
===Citizenship===
====Outsiders====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=There are no clear rules about who can settle in the City.
*No effects; after an event, may slightly decrease population growth.
}}
{{Card
|title=Accept All Outsiders
|content=*Population growth up
}}
{{Card
|title=Allow Productive Outsiders
|content="We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive."
*Population growth marginally up
*Heatstamps income per capita marginally up
}}
{{Card
|title=Admit No Outsiders
|content=
*Only unlocked by event (possibly {{twi|Shelter}} shortage)
*Population growth greatly down
}}
====Community Service====
{{Card
|title=Expedition Support
|content=
*exploration time improved
}}
{{Card
|title=City Development Effort
|content=
*Materials output based on population
}}
{{Card
|title=Service Exemptions
|content=purchase an exemption from the city
*Heatstamps output based on population
}}
{{Card
|title=Heatpipe Watch
|content=
*{{twi|Heat}} demand down
}}
====Maintenance Duty====
{{Card
|title=No Maintenance Duty
|content=
*No effects
}}
{{Card
|title=All Do Maintenance
|content=
*{{twi|Materials}} demand down significantly
}}
{{Card
|title=Unproductive Do Maintenance
|content=
*{{twi|Materials}} demand down slightly
}}
===Labour===
====Work Compensation====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Compensation
|content=
*No effects
}}
{{Card
|title=Equal Pay
|content= "Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite."
*Trust up, Heatstamps down
*{{twi|Heat}} demand down
}}
{{Card
|title=Efficiency Bonuses
|content=
*Production efficiency up
}}
====Labour Organisation====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Labour Organisation
|content="Labour Organisation is determined by individual workplaces. The city is uninvolved."
*No effects
}}
{{Card
|title=Mandatory Unions
|content=
*Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
}}
{{Card
|title=Labour Oversight
|content=
*Trust falls slightly
*Production Efficiency significantly up
}}
====Workplace Control====
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
===Care===
====Funerals====
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Treatment====
Issue possibly unlocked by building any type of [[hospital]] building?
*Unregulated Treatment
*Conservative Treatment
** Disease slightly reduced
*Experimental Treatment
**Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally
===Family===
====Childhood====
Issue unlocked at the start of the game.
{{Card
|title=[[Mandatory Schools]]
|content=*Research Speed up, but costs {{twi|Heatstamps}} per capita
}}
{{Card
|title=[[Family Apprenticeship]]
|content=*{{twi|Workforce}} percentage up
}}
====Youth====
{{Card
|title=Dutiful Youth
|content="Young adults participate in volunteering activities under the superivision of elders who teach them moral values."
*Percentage of Active Workers slightly increased
*Crime is slightly decreased.
*Tradition ideology.
}}
{{Card
|title=Liberated Youth
|content=*Trust up slightly
}}
====Relationships====
====Parenthood====
*Parental Duties
====Procreation====
===Crime===
====Guard Immunity====
Note: Radical law. Increases tension and takes longer to research.
====Crime Elimination====
====Criminal Reparations====
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
3bf21e312d64c04a29536a70d423e017dc908ce1
1089
1088
2024-05-05T17:57:43Z
Techhead7890
17
/* Treatment */ issue needs research/ideatree
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws affect the city in a wide variety of ways, from [[resource]] production efficiency and [[population]] growth, to reducing [[problems]] and increasing [[trust]]. Laws often begin as researched {{twi|Idea Tree}} concepts, and then laws can be proposed negotiated, and come to a vote. In order for a law to pass, the Steward will have to sway at least 51 delegates to their point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
It is possible to click the factions and council members to see more information about them and their beliefs.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Selecting an issue will show the Laws available to address it. Likewise, hovering over an issue will show "alternative policies" for it. Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
Laws tend to have a name and individualised art, some flavour text about how it addresses the issue, and a list of effects on certain resources or city statistics. Next to the law, and an indicators about the general support or opposition to the law such as the [[Community]] or [[Faction]] that currently supports it (if any), a measure of the delegates current intentions before negotiations, and its impact on the [[Zeitgeist]] if successfully adopted.
===Voting===
[[File:Council vote.jpg|thumb|right]]
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. Some of the "hesitant" voters will go to each side. Negotiation and promises can be done with the factions. Alternatively, the Steward can "pressure" the delegates into accepting the law (there is no method to pressure against a law).
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Chemical Additives
|content=*Food production efficiency up significantly
*Disease increased marginally
}}
{{Card
|title=Foraged Additives
|content=*Food output based on population
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
Laws for this issue unlocked by research.
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
*Standard Scouts
*Pathfinder Scouts
*Mechanised Scouts
====Outpost Organisation====
*Standard Outposts
*Productive
*Resilient
===Efficiency===
====Worker Shifts====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=[[Machine-Adjusted Shifts]]
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
Laws for this issue unlocked by research. Controversial law.
*Apex Workers
*Machine replacement
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
===Welfare===
====Essentials====
Issue unlocked at the start of the game.
{{Card
|title=[[Free Essentials]]
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Contagion Prevention====
Issue unlocked at the start of the game (or very early on).
{{Card
|title=No common rules
|content=
*No effects
}}
{{Card
|title=Infection Badge
|content=*Disease down
*Tension slightly up
}}
{{Card
|title=Supported Quarantine
|content=*Disease down significantly
*{{twi|Shelter}} availability decreased (uncertain how this works, possibly reduces maximum shelter or simply causes more of it to be used)
}}
====Housing Distribution====
{{Card
|title=Housing Queues
|content=
*No effect
}}
{{Card
|title=Mandatory Crowding
|content=
*Equality ideology
*Shelter Availability significantly increased
}}
{{Card
|title=Merit-Based Housing
|content=
*Merit ideology
*Heatstamps per capita slightly increased
*Shelter Availability significantly increased
}}
====Alcohol====
{{Card
|title=Alcohol Rations
|content=
*No effects
}}
{{Card
|title=City-Run Alcohol Shops
|content=
*Heatstamps per capita slightly
}}
{{Card
|title=Privatized Alcohol Production
|content="Increased availability"
*Trust will rise slightly
}}
===Citizenship===
====Outsiders====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=There are no clear rules about who can settle in the City.
*No effects; after an event, may slightly decrease population growth.
}}
{{Card
|title=Accept All Outsiders
|content=*Population growth up
}}
{{Card
|title=Allow Productive Outsiders
|content="We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive."
*Population growth marginally up
*Heatstamps income per capita marginally up
}}
{{Card
|title=Admit No Outsiders
|content=
*Only unlocked by event (possibly {{twi|Shelter}} shortage)
*Population growth greatly down
}}
====Community Service====
{{Card
|title=Expedition Support
|content=
*exploration time improved
}}
{{Card
|title=City Development Effort
|content=
*Materials output based on population
}}
{{Card
|title=Service Exemptions
|content=purchase an exemption from the city
*Heatstamps output based on population
}}
{{Card
|title=Heatpipe Watch
|content=
*{{twi|Heat}} demand down
}}
====Maintenance Duty====
{{Card
|title=No Maintenance Duty
|content=
*No effects
}}
{{Card
|title=All Do Maintenance
|content=
*{{twi|Materials}} demand down significantly
}}
{{Card
|title=Unproductive Do Maintenance
|content=
*{{twi|Materials}} demand down slightly
}}
===Labour===
====Work Compensation====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Compensation
|content=
*No effects
}}
{{Card
|title=Equal Pay
|content= "Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite."
*Trust up, Heatstamps down
*{{twi|Heat}} demand down
}}
{{Card
|title=Efficiency Bonuses
|content=
*Production efficiency up
}}
====Labour Organisation====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Labour Organisation
|content="Labour Organisation is determined by individual workplaces. The city is uninvolved."
*No effects
}}
{{Card
|title=Mandatory Unions
|content=
*Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
}}
{{Card
|title=Labour Oversight
|content=
*Trust falls slightly
*Production Efficiency significantly up
}}
====Workplace Control====
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
===Care===
====Funerals====
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Treatment====
Laws for this issue unlocked by research
*Unregulated Treatment
*Conservative Treatment
** Disease slightly reduced
*Experimental Treatment
**Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally
===Family===
====Childhood====
Issue unlocked at the start of the game.
{{Card
|title=[[Mandatory Schools]]
|content=*Research Speed up, but costs {{twi|Heatstamps}} per capita
}}
{{Card
|title=[[Family Apprenticeship]]
|content=*{{twi|Workforce}} percentage up
}}
====Youth====
{{Card
|title=Dutiful Youth
|content="Young adults participate in volunteering activities under the superivision of elders who teach them moral values."
*Percentage of Active Workers slightly increased
*Crime is slightly decreased.
*Tradition ideology.
}}
{{Card
|title=Liberated Youth
|content=*Trust up slightly
}}
====Relationships====
====Parenthood====
*Parental Duties
====Procreation====
===Crime===
====Guard Immunity====
Note: Radical law. Increases tension and takes longer to research.
====Crime Elimination====
====Criminal Reparations====
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
e5a18e6f65d3f656974cd0178ab92da63da79a0c
1090
1089
2024-05-05T18:00:42Z
Techhead7890
17
/* Funerals */ fix duplicated template, add name/effect
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws affect the city in a wide variety of ways, from [[resource]] production efficiency and [[population]] growth, to reducing [[problems]] and increasing [[trust]]. Laws often begin as researched {{twi|Idea Tree}} concepts, and then laws can be proposed negotiated, and come to a vote. In order for a law to pass, the Steward will have to sway at least 51 delegates to their point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
It is possible to click the factions and council members to see more information about them and their beliefs.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Selecting an issue will show the Laws available to address it. Likewise, hovering over an issue will show "alternative policies" for it. Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
Laws tend to have a name and individualised art, some flavour text about how it addresses the issue, and a list of effects on certain resources or city statistics. Next to the law, and an indicators about the general support or opposition to the law such as the [[Community]] or [[Faction]] that currently supports it (if any), a measure of the delegates current intentions before negotiations, and its impact on the [[Zeitgeist]] if successfully adopted.
===Voting===
[[File:Council vote.jpg|thumb|right]]
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. Some of the "hesitant" voters will go to each side. Negotiation and promises can be done with the factions. Alternatively, the Steward can "pressure" the delegates into accepting the law (there is no method to pressure against a law).
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Chemical Additives
|content=*Food production efficiency up significantly
*Disease increased marginally
}}
{{Card
|title=Foraged Additives
|content=*Food output based on population
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
Laws for this issue unlocked by research.
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
*Standard Scouts
*Pathfinder Scouts
*Mechanised Scouts
====Outpost Organisation====
*Standard Outposts
*Productive
*Resilient
===Efficiency===
====Worker Shifts====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=[[Machine-Adjusted Shifts]]
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
Laws for this issue unlocked by research. Controversial law.
*Apex Workers
*Machine replacement
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
===Welfare===
====Essentials====
Issue unlocked at the start of the game.
{{Card
|title=[[Free Essentials]]
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Contagion Prevention====
Issue unlocked at the start of the game (or very early on).
{{Card
|title=No common rules
|content=
*No effects
}}
{{Card
|title=Infection Badge
|content=*Disease down
*Tension slightly up
}}
{{Card
|title=Supported Quarantine
|content=*Disease down significantly
*{{twi|Shelter}} availability decreased (uncertain how this works, possibly reduces maximum shelter or simply causes more of it to be used)
}}
====Housing Distribution====
{{Card
|title=Housing Queues
|content=
*No effect
}}
{{Card
|title=Mandatory Crowding
|content=
*Equality ideology
*Shelter Availability significantly increased
}}
{{Card
|title=Merit-Based Housing
|content=
*Merit ideology
*Heatstamps per capita slightly increased
*Shelter Availability significantly increased
}}
====Alcohol====
{{Card
|title=Alcohol Rations
|content=
*No effects
}}
{{Card
|title=City-Run Alcohol Shops
|content=
*Heatstamps per capita slightly
}}
{{Card
|title=Privatized Alcohol Production
|content="Increased availability"
*Trust will rise slightly
}}
===Citizenship===
====Outsiders====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=There are no clear rules about who can settle in the City.
*No effects; after an event, may slightly decrease population growth.
}}
{{Card
|title=Accept All Outsiders
|content=*Population growth up
}}
{{Card
|title=Allow Productive Outsiders
|content="We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive."
*Population growth marginally up
*Heatstamps income per capita marginally up
}}
{{Card
|title=Admit No Outsiders
|content=
*Only unlocked by event (possibly {{twi|Shelter}} shortage)
*Population growth greatly down
}}
====Community Service====
{{Card
|title=Expedition Support
|content=
*exploration time improved
}}
{{Card
|title=City Development Effort
|content=
*Materials output based on population
}}
{{Card
|title=Service Exemptions
|content=purchase an exemption from the city
*Heatstamps output based on population
}}
{{Card
|title=Heatpipe Watch
|content=
*{{twi|Heat}} demand down
}}
====Maintenance Duty====
{{Card
|title=No Maintenance Duty
|content=
*No effects
}}
{{Card
|title=All Do Maintenance
|content=
*{{twi|Materials}} demand down significantly
}}
{{Card
|title=Unproductive Do Maintenance
|content=
*{{twi|Materials}} demand down slightly
}}
===Labour===
====Work Compensation====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Compensation
|content=
*No effects
}}
{{Card
|title=Equal Pay
|content= "Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite."
*Trust up, Heatstamps down
*{{twi|Heat}} demand down
}}
{{Card
|title=Efficiency Bonuses
|content=
*Production efficiency up
}}
====Labour Organisation====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Labour Organisation
|content="Labour Organisation is determined by individual workplaces. The city is uninvolved."
*No effects
}}
{{Card
|title=Mandatory Unions
|content=
*Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
}}
{{Card
|title=Labour Oversight
|content=
*Trust falls slightly
*Production Efficiency significantly up
}}
====Workplace Control====
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
===Care===
====Funerals====
{{Card
|title=Harvesting Funerals
|content=
*Reduces disease
*Research Speed Up
}}
{{Card
|title=Ceremonial Funerals
|content=
*Trust loss on deaths decreased.
}}
====Treatment====
Laws for this issue unlocked by research
*Unregulated Treatment
*Conservative Treatment
** Disease slightly reduced
*Experimental Treatment
**Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally
===Family===
====Childhood====
Issue unlocked at the start of the game.
{{Card
|title=[[Mandatory Schools]]
|content=*Research Speed up, but costs {{twi|Heatstamps}} per capita
}}
{{Card
|title=[[Family Apprenticeship]]
|content=*{{twi|Workforce}} percentage up
}}
====Youth====
{{Card
|title=Dutiful Youth
|content="Young adults participate in volunteering activities under the superivision of elders who teach them moral values."
*Percentage of Active Workers slightly increased
*Crime is slightly decreased.
*Tradition ideology.
}}
{{Card
|title=Liberated Youth
|content=*Trust up slightly
}}
====Relationships====
====Parenthood====
*Parental Duties
====Procreation====
===Crime===
====Guard Immunity====
Note: Radical law. Increases tension and takes longer to research.
====Crime Elimination====
====Criminal Reparations====
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
7a0851f5bfa6444114ed737264c6459ed5170be3
1093
1090
2024-05-05T19:05:14Z
Techhead7890
17
events
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws affect the city in a wide variety of ways, from [[resource]] production efficiency and [[population]] growth, to reducing [[problem]]s and increasing [[trust]]. Laws often begin as researched {{twi|Idea Tree}} concepts, and then laws can be proposed negotiated, and come to a vote. In order for a law to pass, the Steward will have to sway at least 51 delegates to their point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
It is possible to click the factions and council members to see more information about them and their beliefs.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Selecting an issue will show the Laws available to address it. Likewise, hovering over an issue will show "alternative policies" for it. Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
Laws tend to have a name and individualised art, some flavour text about how it addresses the issue, and a list of effects on certain resources or city statistics. Next to the law, and an indicators about the general support or opposition to the law such as the [[Community]] or [[Faction]] that currently supports it (if any), a measure of the delegates current intentions before negotiations, and its impact on the [[Zeitgeist]] if successfully adopted.
After a law is passed, there may be additional [[event]]s to amend the law or change its effects.
===Voting===
[[File:Council vote.jpg|thumb|right]]
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. Some of the "hesitant" voters will go to each side. Negotiation and promises can be done with the factions. Alternatively, the Steward can "pressure" the delegates into accepting the law (there is no method to pressure against a law).
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Chemical Additives
|content=*Food production efficiency up significantly
*Disease increased marginally
*Synergy event with {{twi|Chemical Drum Hothouse}}
}}
{{Card
|title=Foraged Additives
|content=*Food output based on population
*Synergy event with {{twi|Biowaste Drum Hothouse}}
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
Laws for this issue unlocked by research.
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
*Standard Scouts
*Pathfinder Scouts
*Mechanised Scouts
====Outpost Organisation====
*Standard Outposts
*Productive
*Resilient
===Efficiency===
====Worker Shifts====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=[[Machine-Adjusted Shifts]]
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
Laws for this issue unlocked by research. Controversial law.
*Apex Workers
*Machine replacement
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
===Welfare===
====Essentials====
Issue unlocked at the start of the game.
{{Card
|title=[[Free Essentials]]
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Contagion Prevention====
Issue unlocked at the start of the game (or very early on).
{{Card
|title=No common rules
|content=
*No effects
}}
{{Card
|title=Infection Badge
|content=*Disease down
*Tension slightly up
}}
{{Card
|title=Supported Quarantine
|content=*Disease down significantly
*{{twi|Shelter}} availability decreased (uncertain how this works, possibly reduces maximum shelter or simply causes more of it to be used)
}}
====Housing Distribution====
{{Card
|title=Housing Queues
|content=
*No effect
}}
{{Card
|title=Mandatory Crowding
|content=
*Equality ideology
*Shelter Availability significantly increased
}}
{{Card
|title=Merit-Based Housing
|content=
*Merit ideology
*Heatstamps per capita slightly increased
*Shelter Availability significantly increased
}}
====Alcohol====
{{Card
|title=Alcohol Rations
|content=
*No effects
}}
{{Card
|title=City-Run Alcohol Shops
|content=
*Heatstamps per capita slightly
}}
{{Card
|title=Privatized Alcohol Production
|content="Increased availability"
*Trust will rise slightly
}}
===Citizenship===
====Outsiders====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=There are no clear rules about who can settle in the City.
*No effects; after an event, may slightly decrease population growth.
}}
{{Card
|title=Accept All Outsiders
|content=*Population growth up
}}
{{Card
|title=Allow Productive Outsiders
|content="We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive."
*Population growth marginally up
*Heatstamps income per capita marginally up
}}
{{Card
|title=Admit No Outsiders
|content=
*Only unlocked by event (possibly {{twi|Shelter}} shortage)
*Population growth greatly down
}}
====Community Service====
{{Card
|title=Expedition Support
|content=
*exploration time improved
}}
{{Card
|title=City Development Effort
|content=
*Materials output based on population
}}
{{Card
|title=Service Exemptions
|content=purchase an exemption from the city
*Heatstamps output based on population
}}
{{Card
|title=Heatpipe Watch
|content=
*{{twi|Heat}} demand down
}}
====Maintenance Duty====
{{Card
|title=No Maintenance Duty
|content=
*No effects
}}
{{Card
|title=All Do Maintenance
|content=
*{{twi|Materials}} demand down significantly
}}
{{Card
|title=Unproductive Do Maintenance
|content=
*{{twi|Materials}} demand down slightly
}}
===Labour===
====Work Compensation====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Compensation
|content=
*No effects
}}
{{Card
|title=Equal Pay
|content= "Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite."
*Trust up, Heatstamps down
*{{twi|Heat}} demand down
}}
{{Card
|title=Efficiency Bonuses
|content=
*Production efficiency up
}}
====Labour Organisation====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Labour Organisation
|content="Labour Organisation is determined by individual workplaces. The city is uninvolved."
*No effects
}}
{{Card
|title=Mandatory Unions
|content=
*Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
}}
{{Card
|title=Labour Oversight
|content=
*Trust falls slightly
*Production Efficiency significantly up
}}
====Workplace Control====
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
===Care===
====Funerals====
{{Card
|title=Harvesting Funerals
|content=
*Reduces disease
*Research Speed Up
}}
{{Card
|title=Ceremonial Funerals
|content=
*Trust loss on deaths decreased.
}}
====Treatment====
Laws for this issue unlocked by research
*Unregulated Treatment
*Conservative Treatment
** Disease slightly reduced
*Experimental Treatment
**Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally
===Family===
====Childhood====
Issue unlocked at the start of the game.
{{Card
|title=[[Mandatory Schools]]
|content=*Research Speed up, but costs {{twi|Heatstamps}} per capita
*Iceblood amendment can change the research bonus to something else (food?)
}}
{{Card
|title=[[Family Apprenticeship]]
|content=*{{twi|Workforce}} percentage up
*Amendment event "[[Unwanted Destiny]]" can relax the law to allow children to take apprenticeships with other families.
}}
====Youth====
{{Card
|title=Dutiful Youth
|content="Young adults participate in volunteering activities under the superivision of elders who teach them moral values."
*Percentage of Active Workers slightly increased
*Crime is slightly decreased.
*Tradition ideology.
}}
{{Card
|title=Liberated Youth
|content=*Trust up slightly
}}
====Relationships====
====Parenthood====
*Parental Duties
====Procreation====
===Crime===
====Guard Immunity====
Note: Radical law. Increases tension and takes longer to research.
====Crime Elimination====
====Criminal Reparations====
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
0db07d4b16849200fc9e8f2b96052032951b6e18
1097
1093
2024-05-09T08:08:54Z
Techhead7890
17
/* Childhood */ add No common rules with quote
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws affect the city in a wide variety of ways, from [[resource]] production efficiency and [[population]] growth, to reducing [[problem]]s and increasing [[trust]]. Laws often begin as researched {{twi|Idea Tree}} concepts, and then laws can be proposed negotiated, and come to a vote. In order for a law to pass, the Steward will have to sway at least 51 delegates to their point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
It is possible to click the factions and council members to see more information about them and their beliefs.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Selecting an issue will show the Laws available to address it. Likewise, hovering over an issue will show "alternative policies" for it. Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
Laws tend to have a name and individualised art, some flavour text about how it addresses the issue, and a list of effects on certain resources or city statistics. Next to the law, and an indicators about the general support or opposition to the law such as the [[Community]] or [[Faction]] that currently supports it (if any), a measure of the delegates current intentions before negotiations, and its impact on the [[Zeitgeist]] if successfully adopted.
After a law is passed, there may be additional [[event]]s to amend the law or change its effects.
===Voting===
[[File:Council vote.jpg|thumb|right]]
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. Some of the "hesitant" voters will go to each side. Negotiation and promises can be done with the factions. Alternatively, the Steward can "pressure" the delegates into accepting the law (there is no method to pressure against a law).
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Chemical Additives
|content=*Food production efficiency up significantly
*Disease increased marginally
*Synergy event with {{twi|Chemical Drum Hothouse}}
}}
{{Card
|title=Foraged Additives
|content=*Food output based on population
*Synergy event with {{twi|Biowaste Drum Hothouse}}
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
Laws for this issue unlocked by research.
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
*Standard Scouts
*Pathfinder Scouts
*Mechanised Scouts
====Outpost Organisation====
*Standard Outposts
*Productive
*Resilient
===Efficiency===
====Worker Shifts====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=[[Machine-Adjusted Shifts]]
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
Laws for this issue unlocked by research. Controversial law.
*Apex Workers
*Machine replacement
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
===Welfare===
====Essentials====
Issue unlocked at the start of the game.
{{Card
|title=[[Free Essentials]]
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Contagion Prevention====
Issue unlocked at the start of the game (or very early on).
{{Card
|title=No common rules
|content=
*No effects
}}
{{Card
|title=Infection Badge
|content=*Disease down
*Tension slightly up
}}
{{Card
|title=Supported Quarantine
|content=*Disease down significantly
*{{twi|Shelter}} availability decreased (uncertain how this works, possibly reduces maximum shelter or simply causes more of it to be used)
}}
====Housing Distribution====
{{Card
|title=Housing Queues
|content=
*No effect
}}
{{Card
|title=Mandatory Crowding
|content=
*Equality ideology
*Shelter Availability significantly increased
}}
{{Card
|title=Merit-Based Housing
|content=
*Merit ideology
*Heatstamps per capita slightly increased
*Shelter Availability significantly increased
}}
====Alcohol====
{{Card
|title=Alcohol Rations
|content=
*No effects
}}
{{Card
|title=City-Run Alcohol Shops
|content=
*Heatstamps per capita slightly
}}
{{Card
|title=Privatized Alcohol Production
|content="Increased availability"
*Trust will rise slightly
}}
===Citizenship===
====Outsiders====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=There are no clear rules about who can settle in the City.
*No effects; after an event, may slightly decrease population growth.
}}
{{Card
|title=Accept All Outsiders
|content=*Population growth up
}}
{{Card
|title=Allow Productive Outsiders
|content="We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive."
*Population growth marginally up
*Heatstamps income per capita marginally up
}}
{{Card
|title=Admit No Outsiders
|content=
*Only unlocked by event (possibly {{twi|Shelter}} shortage)
*Population growth greatly down
}}
====Community Service====
{{Card
|title=Expedition Support
|content=
*exploration time improved
}}
{{Card
|title=City Development Effort
|content=
*Materials output based on population
}}
{{Card
|title=Service Exemptions
|content=purchase an exemption from the city
*Heatstamps output based on population
}}
{{Card
|title=Heatpipe Watch
|content=
*{{twi|Heat}} demand down
}}
====Maintenance Duty====
{{Card
|title=No Maintenance Duty
|content=
*No effects
}}
{{Card
|title=All Do Maintenance
|content=
*{{twi|Materials}} demand down significantly
}}
{{Card
|title=Unproductive Do Maintenance
|content=
*{{twi|Materials}} demand down slightly
}}
===Labour===
====Work Compensation====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Compensation
|content=
*No effects
}}
{{Card
|title=Equal Pay
|content= "Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite."
*Trust up, Heatstamps down
*{{twi|Heat}} demand down
}}
{{Card
|title=Efficiency Bonuses
|content=
*Production efficiency up
}}
====Labour Organisation====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Labour Organisation
|content="Labour Organisation is determined by individual workplaces. The city is uninvolved."
*No effects
}}
{{Card
|title=Mandatory Unions
|content=
*Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
}}
{{Card
|title=Labour Oversight
|content=
*Trust falls slightly
*Production Efficiency significantly up
}}
====Workplace Control====
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
===Care===
====Funerals====
{{Card
|title=Harvesting Funerals
|content=
*Reduces disease
*Research Speed Up
}}
{{Card
|title=Ceremonial Funerals
|content=
*Trust loss on deaths decreased.
}}
====Treatment====
Laws for this issue unlocked by research
*Unregulated Treatment
*Conservative Treatment
** Disease slightly reduced
*Experimental Treatment
**Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally
===Family===
====Childhood====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=*No effects (at start of game?). Cannot swap back to this policy once another law for this topic has been accepted.
*After an event: "No rules define who is responsible for the care and education of children. Some are well cared for while others are neglected. As a result, misbehaviour and violence among the youth are on the rise."
**Increases {{twi|Crime}}.
}}
{{Card
|title=[[Mandatory Schools]]
|content=*Research Speed up, but costs {{twi|Heatstamps}} per capita
*Iceblood amendment can change the research bonus to something else (food?)
}}
{{Card
|title=[[Family Apprenticeship]]
|content=*{{twi|Workforce}} percentage up
*Amendment event "[[Unwanted Destiny]]" can relax the law to allow children to take apprenticeships with other families.
}}
====Youth====
{{Card
|title=Dutiful Youth
|content="Young adults participate in volunteering activities under the superivision of elders who teach them moral values."
*Percentage of Active Workers slightly increased
*Crime is slightly decreased.
*Tradition ideology.
}}
{{Card
|title=Liberated Youth
|content=*Trust up slightly
}}
====Relationships====
====Parenthood====
*Parental Duties
====Procreation====
===Crime===
====Guard Immunity====
Note: Radical law. Increases tension and takes longer to research.
====Crime Elimination====
====Criminal Reparations====
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
9abc299dd610db8f7ab4c654c3e5a1a12e6bca51
1098
1097
2024-05-09T08:15:10Z
Techhead7890
17
/* Care */ convert Treament to cards, add quotes
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws affect the city in a wide variety of ways, from [[resource]] production efficiency and [[population]] growth, to reducing [[problem]]s and increasing [[trust]]. Laws often begin as researched {{twi|Idea Tree}} concepts, and then laws can be proposed negotiated, and come to a vote. In order for a law to pass, the Steward will have to sway at least 51 delegates to their point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
It is possible to click the factions and council members to see more information about them and their beliefs.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Selecting an issue will show the Laws available to address it. Likewise, hovering over an issue will show "alternative policies" for it. Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
Laws tend to have a name and individualised art, some flavour text about how it addresses the issue, and a list of effects on certain resources or city statistics. Next to the law, and an indicators about the general support or opposition to the law such as the [[Community]] or [[Faction]] that currently supports it (if any), a measure of the delegates current intentions before negotiations, and its impact on the [[Zeitgeist]] if successfully adopted.
After a law is passed, there may be additional [[event]]s to amend the law or change its effects.
===Voting===
[[File:Council vote.jpg|thumb|right]]
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. Some of the "hesitant" voters will go to each side. Negotiation and promises can be done with the factions. Alternatively, the Steward can "pressure" the delegates into accepting the law (there is no method to pressure against a law).
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Chemical Additives
|content=*Food production efficiency up significantly
*Disease increased marginally
*Synergy event with {{twi|Chemical Drum Hothouse}}
}}
{{Card
|title=Foraged Additives
|content=*Food output based on population
*Synergy event with {{twi|Biowaste Drum Hothouse}}
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
Laws for this issue unlocked by research.
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
*Standard Scouts
*Pathfinder Scouts
*Mechanised Scouts
====Outpost Organisation====
*Standard Outposts
*Productive
*Resilient
===Efficiency===
====Worker Shifts====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=[[Machine-Adjusted Shifts]]
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
Laws for this issue unlocked by research. Controversial law.
*Apex Workers
*Machine replacement
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
===Welfare===
====Essentials====
Issue unlocked at the start of the game.
{{Card
|title=[[Free Essentials]]
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Contagion Prevention====
Issue unlocked at the start of the game (or very early on).
{{Card
|title=No common rules
|content=
*No effects
}}
{{Card
|title=Infection Badge
|content=*Disease down
*Tension slightly up
}}
{{Card
|title=Supported Quarantine
|content=*Disease down significantly
*{{twi|Shelter}} availability decreased (uncertain how this works, possibly reduces maximum shelter or simply causes more of it to be used)
}}
====Housing Distribution====
{{Card
|title=Housing Queues
|content=
*No effect
}}
{{Card
|title=Mandatory Crowding
|content=
*Equality ideology
*Shelter Availability significantly increased
}}
{{Card
|title=Merit-Based Housing
|content=
*Merit ideology
*Heatstamps per capita slightly increased
*Shelter Availability significantly increased
}}
====Alcohol====
{{Card
|title=Alcohol Rations
|content=
*No effects
}}
{{Card
|title=City-Run Alcohol Shops
|content=
*Heatstamps per capita slightly
}}
{{Card
|title=Privatized Alcohol Production
|content="Increased availability"
*Trust will rise slightly
}}
===Citizenship===
====Outsiders====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=There are no clear rules about who can settle in the City.
*No effects; after an event, may slightly decrease population growth.
}}
{{Card
|title=Accept All Outsiders
|content=*Population growth up
}}
{{Card
|title=Allow Productive Outsiders
|content="We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive."
*Population growth marginally up
*Heatstamps income per capita marginally up
}}
{{Card
|title=Admit No Outsiders
|content=
*Only unlocked by event (possibly {{twi|Shelter}} shortage)
*Population growth greatly down
}}
====Community Service====
{{Card
|title=Expedition Support
|content=
*exploration time improved
}}
{{Card
|title=City Development Effort
|content=
*Materials output based on population
}}
{{Card
|title=Service Exemptions
|content=purchase an exemption from the city
*Heatstamps output based on population
}}
{{Card
|title=Heatpipe Watch
|content=
*{{twi|Heat}} demand down
}}
====Maintenance Duty====
{{Card
|title=No Maintenance Duty
|content=
*No effects
}}
{{Card
|title=All Do Maintenance
|content=
*{{twi|Materials}} demand down significantly
}}
{{Card
|title=Unproductive Do Maintenance
|content=
*{{twi|Materials}} demand down slightly
}}
===Labour===
====Work Compensation====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Compensation
|content=
*No effects
}}
{{Card
|title=Equal Pay
|content= "Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite."
*Trust up, Heatstamps down
*{{twi|Heat}} demand down
}}
{{Card
|title=Efficiency Bonuses
|content=
*Production efficiency up
}}
====Labour Organisation====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Labour Organisation
|content="Labour Organisation is determined by individual workplaces. The city is uninvolved."
*No effects
}}
{{Card
|title=Mandatory Unions
|content=
*Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
}}
{{Card
|title=Labour Oversight
|content=
*Trust falls slightly
*Production Efficiency significantly up
}}
====Workplace Control====
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
===Care===
====Funerals====
{{Card
|title=Harvesting Funerals
|content=
*Reduces disease
*Research Speed Up
}}
{{Card
|title=Ceremonial Funerals
|content=
*Trust loss on deaths decreased.
}}
====Treatment====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Treatment
|content=
"The city does not interfere with medical treatment. Doctors treat patients as they see fit."
*No effects
}}
{{Card
|title=Conservative Treatment
|content=
"Doctors must abide with the traditional oath of 'first, do no harm.' To avoid errors, every procedure must first be approved by senior physicians."
*Disease slightly reduced
}}
{{Card
|title=Experimental Treatment
|content=
"Doctors should always look to develop and put into practice cutting-edge, pioneering treatments."
*Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally
}}
===Family===
====Childhood====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=*No effects (at start of game?). Cannot swap back to this policy once another law for this topic has been accepted.
*After an event: "No rules define who is responsible for the care and education of children. Some are well cared for while others are neglected. As a result, misbehaviour and violence among the youth are on the rise."
**Increases {{twi|Crime}}.
}}
{{Card
|title=[[Mandatory Schools]]
|content=*Research Speed up, but costs {{twi|Heatstamps}} per capita
*Iceblood amendment can change the research bonus to something else (food?)
}}
{{Card
|title=[[Family Apprenticeship]]
|content=*{{twi|Workforce}} percentage up
*Amendment event "[[Unwanted Destiny]]" can relax the law to allow children to take apprenticeships with other families.
}}
====Youth====
{{Card
|title=Dutiful Youth
|content="Young adults participate in volunteering activities under the superivision of elders who teach them moral values."
*Percentage of Active Workers slightly increased
*Crime is slightly decreased.
*Tradition ideology.
}}
{{Card
|title=Liberated Youth
|content=*Trust up slightly
}}
====Relationships====
====Parenthood====
*Parental Duties
====Procreation====
===Crime===
====Guard Immunity====
Note: Radical law. Increases tension and takes longer to research.
====Crime Elimination====
====Criminal Reparations====
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
8e7f3afdae348fdaf47eaf8a57649b90cd9d7b62
Community
0
304
1079
1054
2024-05-05T17:28:24Z
Techhead7890
17
add relations scale
wikitext
text/x-wiki
Each city is a system composed of communities. Communities organise the [[population]] of the city into political groupings.
Communities are selected when the savefile is started. Communities come in opposing pairs.
Communities are the system by which the [[Demand]]s for most [[resource]]s are connected to the population, such as {{twi|Food}}, {{twi|Goods}} or {{twi|Shelter}}. It is unknown whether this has been done for technical reasons or whether the distribution to each community can be influenced by gameplay.
Communities can be interacted with to give them promises, let them set the Council agenda, or demand funding. This can be advantageous for the [[Steward]] and influence voting in the [[Council]]. Communities also interact with the {{twi|Zeitgeist}} system. Researching technologies/concepts on the {{twi|Idea Tree}} and passing laws that align with their ideology will make them think more favourably of the Steward. Favouring the opposing ideology will make them displeased. Communities focus primarily on one aspect of the Zeitgeist. In the case of the beta communities Forager and Machinist, this was the Survival aspect, with the Foragers following the {{twi|Adaptation}} position and the Machinists following the {{twi|Progress}} position.
Relations with communities follow a scale. They have an opinion on the City Direction (Zeitgeist). For example, Machinists can be "opposed to the city favouring Adaptation" because they prefer the opposing ideology of Progress, and they can also be influenced by current events like the Emergency Council Session district action. Relations have 7 segments, from lowest to highest: Hostile, Opposing, Skeptical, Neutral, Favourable, Supporting, Devoted.
Communities can eventually radicalise into {{twi|Faction|Factions}} with stronger political influence. As of the beta, each community had one faction associated with them.
ecdfc8661327aa41ed36a0249e31cdb64255cc8b
1092
1079
2024-05-05T19:02:53Z
Techhead7890
17
negotiated promises
wikitext
text/x-wiki
Each city is a system composed of communities. Communities organise the [[population]] of the city into political groupings. Communities also interact with the {{twi|Zeitgeist}} system.
Communities are selected when the savefile is started. Communities come in opposing pairs.
Communities are the system by which the [[Demand]]s for most [[resource]]s are connected to the population, such as {{twi|Food}}, {{twi|Goods}} or {{twi|Shelter}}. It is unknown whether this has been done for technical reasons or whether the distribution to each community can be influenced by gameplay.
Communities focus primarily on one aspect of the Zeitgeist. In the case of the beta communities Forager and Machinist, this was the Survival aspect, with the Foragers following the {{twi|Adaptation}} position and the Machinists following the {{twi|Progress}} position.
Communities can be interacted with to give them promises, let them set the Council agenda, or demand funding. This can be advantageous for the [[Steward]] and influence voting in the [[Council]]. Researching technologies/concepts on the {{twi|Idea Tree}} and passing laws that align with their ideology will make them think more favourably of the Steward. Favouring the opposing ideology will make them displeased.
Negotiated promises generally happen in three categories: buildings (both build or demolish are possible), research, and laws. There is a timelimit to promise. Also note that researching a new law will cause it to be automatically proposed to the agenda at the next council session whenever recess ends, unless another research has already been finished, so the research promise can be a particular investment for the steward compared to the other two categories. The steward can break the promise but this comes with a relations penalty.
Relations with communities follow a scale. They have an opinion on the City Direction (Zeitgeist). For example, Machinists can be "opposed to the city favouring Adaptation" because they prefer the opposing ideology of Progress, and they can also be influenced by current events like the Emergency Council Session district action. Relations have 7 segments, from lowest to highest: Hostile, Opposing, Skeptical, Neutral, Favourable, Supporting, Devoted.
Communities can eventually radicalise into {{twi|Faction|Factions}} with stronger political influence. As of the beta, each community had one faction associated with them.
dbd893046ec39946be49558bb4a7514c775ed8e4
File:Technocrats overview.jpg
6
444
1082
2024-05-05T17:31:52Z
Techhead7890
17
from beta
wikitext
text/x-wiki
== Summary ==
from beta
3aa8d6b386506fab610a71467e5942a33d8811d2
File:Icebloods overview.jpg
6
437
1083
1066
2024-05-05T17:33:33Z
Techhead7890
17
laws may vary
wikitext
text/x-wiki
== Summary ==
may have a png, will have to check
the laws on the right may vary based on existing laws; another variant I got had expedition support, allow productive outsiders, and ceremonial funerals instead.
c1b0b8ef3addb56fd31fbd5d2c630b464f6b3f1e
Problems
0
445
1086
2024-05-05T17:42:00Z
Techhead7890
17
plural redirect to [[Problem]] (singular)
wikitext
text/x-wiki
#REDIRECT [[Problem]]
42b19aa63c89c20198537203a999be6cbd0be6d2
User talk:Techhead7890/lawcard
3
446
1087
2024-05-05T17:49:37Z
Techhead7890
17
basic idea
wikitext
text/x-wiki
{{Law
|Topic Group =
|Issue=
|Zeitgeist=
|Idea Required=
|Heat Demand Up=
|Heat Demand Down=
|Disease Up=
|Disease Down=
|Resource Production Efficiency Up=
|Resource Production Efficiency Down=
|Heatstamps Capita Up=
|Heatstamps Capita Down=
|Population Growth
}}
b651072938feed109afb702639bbd1a7166b5ff6
Population
0
254
1091
1039
2024-05-05T18:07:29Z
Techhead7890
17
link communities; mention marriage law
wikitext
text/x-wiki
'''Population''' counts the number of humans in the city. Population increases {{twi|heatstamp}} income, and increases the membership of the city's [[community|communities]] that [[Demand]] the resources {{twi|Shelter}}, {{twi|Food}}, and {{twi|Goods}}.
A proportion of the population is counted as {{twi|workforce}}, typically 60% to start. If members of the population are sick with {{twi|Disease}}, this can reduce the actual number of workers available.
The population grows in batches that are produced at a steady rate over time. The rate can be increased by passing immigration or relationship (eg mandatory marriage) laws at the [[Council]]. Population growth may be slowed by the [[Problem]]s of {{twi|Squalor}} or {{twi|Crime}}.
[[Category: Game mechanics]]
36fc51b02022ffcfb23798fc5dd67a235a4d5079
Unwanted Destiny
0
318
1094
811
2024-05-05T19:07:26Z
Techhead7890
17
icebloods relations
wikitext
text/x-wiki
{{Event
|Cause=Family Apprenticeship
|Effect1=Tension
|Effect1 Value=Decrease
|Effect2=Technocrats Relations
|Effect2 Value=Improve
|Effect3=Trust
|Effect3 Value= Rise Marginal
}}
{{PAGENAME}} is an {{twi|Events|Event}} in {{GAMENAME}}.
Its caused by {{twi|Family Apprenticeship}} {{twi|Law}}.
Player will be able to pick one of the 2 options when the event happens:
*Relax "Family Apprenticeship" - Improve relations with {{twi|Technocrats}} and decrease {{twi|Tension}}
*Stay Firm - Improve relations with {{twi|Icebloods}}, Trust will rise marginally for all {{twi|Communities}}
== {{PAGENAME}} Description ==
Steward, a father has come to out offices with his son. They both ask you hear them out.
"This boy is not cut out for a blacksmith" said the father "His knack is for words, poetry. I can bend steel, but he can stir souls. Please, let him be apprenticed under someone who can teach him to use his talents."
This would be an exception from "Family Apprenticeship", and a precedent. We's need to amend the law not to cause an uproar.
96cf30ff9ae2d00b67e10311ed582bfb82b7b70d
Steward
0
178
1095
758
2024-05-05T19:12:02Z
Techhead7890
17
adjust trust section, add some misc stuff
wikitext
text/x-wiki
The player is known as the city '''Steward'''.
==Trust==
The [[population]] has a level of trust with the steward. Trust is increased by popular support from [[Community|communities]] and [[factions]]. Likewise, low levels of support and relations decrease trust. Actions like long shifts or rushed research deplete trust.
The default trust level is tolerated.
==Council==
The Steward is able to pressure delegates to pass a [[Council]] law, but this lowers trust.
==Speculation==
If the player makes poor decisions, upsetting the [[faction]]s, high [[tension]] or failing to provide for the [[population]] and citizens, they may form some kind of revolution [[event]] that ends the game.
efa56817e9ac2728d25b34708978ba8b8132c8af
1096
1095
2024-05-05T19:13:54Z
Techhead7890
17
/* Trust */ UI, negative level name
wikitext
text/x-wiki
The player is known as the city '''Steward'''.
==Trust==
The [[population]] has a level of trust with the steward. It is shown as a bar below the [[tension]] orb display. Trust is increased by popular support from [[Community|communities]] and [[factions]]. Likewise, low levels of support and relations decrease trust. Actions like long shifts or rushed research deplete trust.
The default trust level is "Tolerated". If it gets too low, the Steward may become Despised.
==Council==
The Steward is able to pressure delegates to pass a [[Council]] law, but this lowers trust.
==Speculation==
If the player makes poor decisions, upsetting the [[faction]]s, high [[tension]] or failing to provide for the [[population]] and citizens, they may form some kind of revolution [[event]] that ends the game.
dc11b99724d4d3f2bcac546e081bb8483071593e
Worker Shifts
0
401
1099
988
2024-05-09T08:22:26Z
Techhead7890
17
clarify relation of variants to policy options
wikitext
text/x-wiki
{{#set: icon=File:Heat.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How do optimize working hours?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. Each version unlocks a policy option for the Working Shifts {{twi|Law}} that optimize the workplaces for lower {{twi|Workforce}} requirements or lowering the {{twi|Heat}} demand across the City.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Weather-Adjusted Shifts
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Waste Heat Conversion
|Idea Cost=0
|Research Duration=
|Law=Weather-Adjusted Shifts
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Weather-Adjusted Shifts}} Law. It slightly decreases {{twi|Heat}} demand and {{twi|Disease}} in the City at the cost of Slightly Decreased {{twi|Resource Production Efficiency}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Machine-Adjusted Shifts
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Waste Heat Conversion
|Idea Cost=100
|Research Duration=
|Law=Machine-Adjusted Shifts
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Machine-Adjusted Shifts}} Law. It slightly decreases {{twi|Workforce}} requirement, but marginally increase {{twi|Squalor}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
4663f68a6f0a577ed55200f5082e0c82ce58b2a3
User:Techhead7890/lawgroups
2
447
1100
2024-05-09T08:26:25Z
Techhead7890
17
brainstorming
wikitext
text/x-wiki
==Big group==
* Topic
* Cateory
* Broad group
==Small group==
*Issue
*Topic
*Problem
*Law
==Individual==
*Policy option
*Law
*Law variant
5e68bf4774825bdcb06d195456db6184c6e05c06
1101
1100
2024-05-09T08:33:08Z
Techhead7890
17
add some examples
wikitext
text/x-wiki
==Big group==
Example of this type: Resources, Citizenship
* Topic
* Category
* Broad group
* Column
==Small group==
Example of this type: Food Additives, Scout Training
*Issue
*Topic
*Problem
*Law
*Section
==Individual==
Example of this type: Allow All Outsiders, Paid Essentials
*Policy option
*Law
*Law variant
*Votable
05559b29ff75794051ad5878e5af964fed9ab171
1102
1101
2024-05-09T08:34:35Z
Techhead7890
17
add
wikitext
text/x-wiki
==Big group==
Example of this type: Resources, Citizenship
* Topic
* Category
* Broad group
* Column (see UI)
==Small group==
Example of this type: Food Additives, Scout Training
*Issue
*Topic
*Problem
*Law
*Section
==Individual==
Example of this type: Allow All Outsiders, Paid Essentials
*Policy, policy option
*Law
*Option
*Choice
*Law variant
*Votable
*Proposal
8a446225ba3ed5ca94cc19776960506c36c6ddc1
Main Page
0
112
1103
943
2024-05-13T03:30:44Z
Gamevault
8
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events etc.
}}
{{Quote|Frostpunk 2 Wiki is a place where Guides meet the Wiki content, making it the best source of info on the game where anyone can contribute to make it better.}}
{{Recent News}}
{{Card
|title=[[Districts|Districts and Buildings]]
|target=Districts|content=List of {{GAMENAME}} Districts and their description, as well as Buildings.
|image=Districts Card.png
}}
{{Card
|title=[[Council]]
|target=Council|content={{GAMENAME}} Council and Laws.
|image=Council Card.png
}}
{{Card
|header=Important Game Mechanics
|content={{icon-tiles
|icon1 = Coal.png
|class1 = gray
|target1 = Resources
|caption1 = Resources
|icon2 = Cold.png
|class2 = gray
|target2 = Problem
|caption2 = Problems
|icon3 = Factions.png
|class3 = gray
|target3 = Factions
|caption3 = Communities and Factions
|icon4 = Zeitgeist.png
|class4 = gray
|target4 = Zeitgeist
|caption4 = Zeitgeist and Ideology
|icon5 = Frostland.png
|class5 = gray
|target5 = Frostland
|caption5 = Frostland
|icon6 = Frostbreaking.png
|class6 = gray
|target6 = Frostbreaking
|caption6 = Frostbreaking
}}
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
|image=Generator Card.jpg
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
|image=Resources Card.jpg
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
|image=Events Card.jpg
}}
{{Card
|title=[[Idea Tree]]
|target=Idea Tree|content=List of {{GAMENAME}} Research Technologies and everything you want to know about them
|image=Technology Tree Card.jpg
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
|image=Game Mechanics Card.jpg
}}
{{Card
|title=[[Lore]]
|target=Lore|content={{GAMENAME}} Lore, story and world information
|image=Lore Card.jpg
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
|image=Text Guides Card.png
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
|image=Video Guides Card.png
}}
==<center>About {{GAMENAME}} Wiki</center>==
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community. In order to maintain uniformity please checkout the [[Editing Guideline]].
4d4eef4794cb0abcc4548e16a37b02039691e252
1104
1103
2024-05-13T04:18:26Z
Gamevault
8
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| title = {{GAMENAME}} Wiki and Guides
| site_name = {{GAMENAME}} Wiki and Guides
| image = Logo.png
| description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events and more.
}}
{{Quote|Frostpunk 2 Wiki is a place where Guides meet the Wiki content, making it the best source of info on the game where anyone can contribute to make it better.}}
{{Recent News}}
{{Card
|title=[[Districts|Districts and Buildings]]
|target=Districts|content=List of {{GAMENAME}} Districts and their description, as well as Buildings.
|image=Districts Card.png
}}
{{Card
|title=[[Council]]
|target=Council|content={{GAMENAME}} Council and Laws.
|image=Council Card.png
}}
{{Card
|header=Important Game Mechanics
|content={{icon-tiles
|icon1 = Coal.png
|class1 = gray
|target1 = Resources
|caption1 = Resources
|icon2 = Cold.png
|class2 = gray
|target2 = Problem
|caption2 = Problems
|icon3 = Factions.png
|class3 = gray
|target3 = Factions
|caption3 = Communities and Factions
|icon4 = Zeitgeist.png
|class4 = gray
|target4 = Zeitgeist
|caption4 = Zeitgeist and Ideology
|icon5 = Frostland.png
|class5 = gray
|target5 = Frostland
|caption5 = Frostland
|icon6 = Frostbreaking.png
|class6 = gray
|target6 = Frostbreaking
|caption6 = Frostbreaking
}}
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
|image=Generator Card.jpg
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
|image=Resources Card.jpg
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
|image=Events Card.jpg
}}
{{Card
|title=[[Idea Tree]]
|target=Idea Tree|content=List of {{GAMENAME}} Research Technologies and everything you want to know about them
|image=Technology Tree Card.jpg
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
|image=Game Mechanics Card.jpg
}}
{{Card
|title=[[Lore]]
|target=Lore|content={{GAMENAME}} Lore, story and world information
|image=Lore Card.jpg
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
|image=Text Guides Card.png
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
|image=Video Guides Card.png
}}
==<center>About {{GAMENAME}} Wiki</center>==
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community. In order to maintain uniformity please checkout the [[Editing Guideline]].
d976c511f8991b081a4f0f9c6efc1f2bc5a55498
1106
1104
2024-05-13T05:13:27Z
Stankosh
7
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{#seo:
| type = website
| title = {{GAMENAME}} Wiki and Guides
| site_name = {{GAMENAME}} Wiki and Guides
| image = Logo.png
| description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events and more.
| keywords = Frostpunk 2 Wiki, Frostpunk Wiki, Frostpunk 2, Wiki, Game Vault
}}
{{Quote|Frostpunk 2 Wiki is a place where Guides meet the Wiki content, making it the best source of info on the game where anyone can contribute to make it better.}}
{{Recent News}}
{{Card
|title=[[Districts|Districts and Buildings]]
|target=Districts|content=List of {{GAMENAME}} Districts and their description, as well as Buildings.
|image=Districts Card.png
}}
{{Card
|title=[[Council]]
|target=Council|content={{GAMENAME}} Council and Laws.
|image=Council Card.png
}}
{{Card
|header=Important Game Mechanics
|content={{icon-tiles
|icon1 = Coal.png
|class1 = gray
|target1 = Resources
|caption1 = Resources
|icon2 = Cold.png
|class2 = gray
|target2 = Problem
|caption2 = Problems
|icon3 = Factions.png
|class3 = gray
|target3 = Factions
|caption3 = Communities and Factions
|icon4 = Zeitgeist.png
|class4 = gray
|target4 = Zeitgeist
|caption4 = Zeitgeist and Ideology
|icon5 = Frostland.png
|class5 = gray
|target5 = Frostland
|caption5 = Frostland
|icon6 = Frostbreaking.png
|class6 = gray
|target6 = Frostbreaking
|caption6 = Frostbreaking
}}
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
|image=Generator Card.jpg
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
|image=Resources Card.jpg
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
|image=Events Card.jpg
}}
{{Card
|title=[[Idea Tree]]
|target=Idea Tree|content=List of {{GAMENAME}} Research Technologies and everything you want to know about them
|image=Technology Tree Card.jpg
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
|image=Game Mechanics Card.jpg
}}
{{Card
|title=[[Lore]]
|target=Lore|content={{GAMENAME}} Lore, story and world information
|image=Lore Card.jpg
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
|image=Text Guides Card.png
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
|image=Video Guides Card.png
}}
==<center>About {{GAMENAME}} Wiki</center>==
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community. In order to maintain uniformity please checkout the [[Editing Guideline]].
0fc580283af6b95d6a1c396678b3f6dda67de102
1109
1106
2024-05-16T09:26:52Z
Stankosh
7
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| title = {{GAMENAME}} Wiki and Guides
| site_name = {{GAMENAME}} Wiki and Guides
| image = Logo.png
| description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events and more.
| keywords = Frostpunk 2 Wiki, Frostpunk Wiki, Frostpunk 2, Frostpunk 2 Guides, Frostpunk 2 tips, Wiki, Game Vault
}}
{{Quote|Frostpunk 2 Wiki is a place where Guides meet the Wiki content, making it the best source of info on the game where anyone can contribute to make it better.}}
{{Recent News}}
{{Card
|title=[[Districts|Districts and Buildings]]
|target=Districts|content=List of {{GAMENAME}} Districts and their description, as well as Buildings.
|image=Districts Card.png
}}
{{Card
|title=[[Council]]
|target=Council|content={{GAMENAME}} Council and Laws.
|image=Council Card.png
}}
{{Card
|header=Important Game Mechanics
|content={{icon-tiles
|icon1 = Coal.png
|class1 = gray
|target1 = Resources
|caption1 = Resources
|icon2 = Cold.png
|class2 = gray
|target2 = Problem
|caption2 = Problems
|icon3 = Factions.png
|class3 = gray
|target3 = Factions
|caption3 = Communities and Factions
|icon4 = Zeitgeist.png
|class4 = gray
|target4 = Zeitgeist
|caption4 = Zeitgeist and Ideology
|icon5 = Frostland.png
|class5 = gray
|target5 = Frostland
|caption5 = Frostland
|icon6 = Frostbreaking.png
|class6 = gray
|target6 = Frostbreaking
|caption6 = Frostbreaking
}}
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
|image=Generator Card.jpg
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
|image=Resources Card.jpg
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
|image=Events Card.jpg
}}
{{Card
|title=[[Idea Tree]]
|target=Idea Tree|content=List of {{GAMENAME}} Research Technologies and everything you want to know about them
|image=Technology Tree Card.jpg
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
|image=Game Mechanics Card.jpg
}}
{{Card
|title=[[Lore]]
|target=Lore|content={{GAMENAME}} Lore, story and world information
|image=Lore Card.jpg
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
|image=Text Guides Card.png
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
|image=Video Guides Card.png
}}
==<center>About {{GAMENAME}} Wiki</center>==
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community. In order to maintain uniformity please checkout the [[Editing Guideline]].
de3df2867c2e0d3fcc4a3b45f475648cab127c74
Template:SEO
10
108
1105
297
2024-05-13T04:23:56Z
Gamevault
8
wikitext
text/x-wiki
<includeonly><div style="display: none;">{{#seo:
| type = {{{type|article}}}
| site_name = {{SITENAME}}
| title = {{{fulltitle|{{{title|{{PAGENAME}} - {{SITENAME}}}}}
| keywords = {{{fullkeywords|{{{keywords|{{PAGENAME}}}}}, {{GAMENAME}} Wiki, Wiki, {{GAMENAME}}}}}
| description = {{{description|Read about {{PAGENAME}} on {{SITENAME}}, the {{GAMENAME}} Wiki curated by the community.}}}
| image = {{{image|}}}
| locale=en_US
}}</div></includeonly><noinclude>
Use this template to optimize a page for SEO. It uses the <code><nowiki>{{#seo:}}</nowiki></code> tag underneath, which is added by the WikiSEO extension.
Generally, it's a good idea to provide a '''description''' and an '''image''', which don't have good default values. According to various web pages, an ideal description is apparently around 160 characters. Search engines might display the description under the title of the page in the results, where they would otherwise use an auto-generated preview snippet based on page contents. Note that Google completely ignores the keywords, according to [https://developers.google.com/search/blog/2009/09/google-does-not-use-keywords-meta-tag a blog article they published in 2009].
Example usage:
<pre>
{{SEO
| title = An alternative title
| keywords = blah, blub, blip
| description = A summary of what this wiki page is about (up to 160 characters)
| image = Some_image.jpg
| type = article
}}
</pre>
Default values:
* {{code|title}}: <nowiki>{{PAGENAME}}</nowiki> - {{SITENAME}}
* {{code|keywords}}: <nowiki>{{PAGENAME}}, {{GAMENAME}} Wiki, Wiki, {{GAMENAME}}</nowiki>
* {{code|type}}: article
If you provide {{code|title}}, it will automatically have {{code| - {{SITENAME}}}} appended to it.
If you provide {{code|keywords}}, it will automatically have {{code|, {{GAMENAME}} Wiki, Wiki, {{GAMENAME}}}} appended to it.
If you would like to control the full title or keywords tag contents without those automatic additions, you can instead use {{code|fulltitle}} and {{code|fullkeywords}}.
But as mentioned above, usually you should only provide a '''description''' like this:
<pre>
{{SEO
| description =
| image =
}}
</pre>
</noinclude>
3ab32eaaaf995a130db289d298f6d0d39f98e595
1108
1105
2024-05-16T09:22:54Z
Stankosh
7
wikitext
text/x-wiki
<includeonly><div style="display: none;">{{#seo:
| type = {{{type|article}}}
| site_name ={{#if: {{SITENAME}} | {{SITENAME}} | {{GAMENAME}} Wiki and Guides}}
| title = {{{title|{{PAGENAME}} - {{SITENAME}}}}}
| keywords = {{{keywords|{{PAGENAME}}, {{GAMENAME}} Wiki, Wiki, {{GAMENAME}}}}}
| description = {{{description|Read about {{PAGENAME}} on {{SITENAME}}, the {{GAMENAME}} Wiki curated by the community.}}}
| image = {{{image|}}}
| locale=en_US
}}</div></includeonly><noinclude>
Use this template to optimize a page for SEO. It uses the <code><nowiki>{{#seo:}}</nowiki></code> tag underneath, which is added by the WikiSEO extension.
Generally, it's a good idea to provide a '''description''' and an '''image''', which don't have good default values. According to various web pages, an ideal description is apparently around 160 characters. Search engines might display the description under the title of the page in the results, where they would otherwise use an auto-generated preview snippet based on page contents. Note that Google completely ignores the keywords, according to [https://developers.google.com/search/blog/2009/09/google-does-not-use-keywords-meta-tag a blog article they published in 2009].
Example usage:
<pre>
{{SEO
| title = An alternative title
| keywords = blah, blub, blip
| description = A summary of what this wiki page is about (up to 160 characters)
| image = Some_image.jpg
| type = article
}}
</pre>
Default values:
* {{code|title}}: <nowiki>{{PAGENAME}}</nowiki> - {{SITENAME}}
* {{code|keywords}}: <nowiki>{{PAGENAME}}, {{GAMENAME}} Wiki, Wiki, {{GAMENAME}}</nowiki>
* {{code|type}}: article
If you provide {{code|title}}, it will automatically have {{code| - {{SITENAME}}}} appended to it.
If you provide {{code|keywords}}, it will automatically have {{code|, {{GAMENAME}} Wiki, Wiki, {{GAMENAME}}}} appended to it.
If you would like to control the full title or keywords tag contents without those automatic additions, you can instead use {{code|fulltitle}} and {{code|fullkeywords}}.
But as mentioned above, usually you should only provide a '''description''' like this:
<pre>
{{SEO
| description =
| image =
}}
</pre>
</noinclude>
42c3f32a3c436f8c8548a4337a78fed05c09bede
User talk:Jillpls
3
448
1107
2024-05-13T11:41:10Z
Frostpunk 2 Wiki and Guides
9
Adding [[Template:Welcome|welcome message]] to new user's talk page
wikitext
text/x-wiki
{{Template:Welcome|realName=x x|name=Jillpls}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 11:41, 13 May 2024 (UTC)
daf4147091898e0c492f7386ecda7b5bce717031
Progress
0
284
1110
714
2024-05-27T11:41:29Z
Techhead7890
17
opposing position (environmental adaptation)
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{quote|We will build machines to carve our place in ice. We will improve ourselves with technology. We will rip resources from the frozen earth to sustain everyone.|Ingame Description}}
{{twi|{{PAGENAME}}}} is one of the {{twi|Zeitgeist}} Ideologies in {{GAMENAME}}. They believe that technological progress is the only way to ensure survival, and maybe even prosperity.
In the Survival aspect of the {{twi|Zeitgeist||no}} system, {{twi|Progress||no}} positions itself against the environmental {{twi|Adaptation}} position.
=={{PAGENAME}} Communities and Factions==
These Communities and Factions follow the {{PAGENAME}} Ideology:
*{{twi|Machinists}}
*{{twi|Technocrats}}
{{Ideology Uses}}
635090ee973d7f9ae3f57d4a7a8f080b4b45b9a8
Adaptation
0
282
1111
706
2024-05-27T11:43:53Z
Techhead7890
17
opposing ideology + misc grammar
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
{{quote|Fighting against the cold is futile. We will not give in to the hubris of machines. The frost makes steel brittle.|Ingame Description}}
{{twi|{{PAGENAME}}}} is one of the {{twi|Zeitgeist}} Ideologies in {{GAMENAME}}. They believe that {{PAGENAME}} is the key, and growing reliant on technological gimmicks invites disaster. Machines tend to break down as soon as conditions deteriorate. Human spirit is a lot more enduring.
In the Survival aspect of the {{twi|Zeitgeist||no}} system, {{twi|Adaptation||no}} positions itself against the technological {{twi|Progress}} ideology.
=={{PAGENAME}} Communities and Factions==
In {{GAMENAME}} these Communities and Factions follow the {{PAGENAME}} Ideology:
*{{twi|Foragers}}
*{{twi|Icebloods}}
{{Ideology Uses}}
2e72ef7a2ddca1b20d43bdad80c160773d7a4c51
MediaWiki:Common.css
8
34
1112
930
2024-06-20T08:01:34Z
Gamevault
8
css
text/css
/* CSS placed here will be applied to all skins */
/* Mobile responsiveness for infoboxes */
@media (max-width: 760px) {
.infobox {
width: 100% !important; /* Makes the infobox take full width */
float: none !important; /* Stops the infobox from floating */
margin: 10px auto !important; /* Adds some margin and centers the infobox */
}
}
/* Collapsible elements. Toggle-link moved to left.
/* Margin around it adjusted. */
.mw-collapsible span.mw-collapsible-toggle {
float:left;
margin-left:0;
margin-right:1em;
}
/* Game Banner */
.page-game-banner {
background-image: url(/w/images/b/b5/Banner.jpg);
}
/* Site Subtitle */
#siteSub {
display: none;
}
/* Game Menu Icons */
#n-Reviews a::after {
background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/rate_review.svg);
}
#n-Guides a::after {
background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/export_contacts.svg);
}
#n-News a::after {
background-image: url(/w/skins/Citizen/resources/skins.citizen.icons/shared/offline_bolt.svg);
}
.skin-citizen-dark #n-Reviews a::after,
.skin-citizen-dark #n-Guides a::after,
.skin-citizen-dark #n-News a::after {
filter: invert(1);
}
/* SimpleBatchUpload Dropzone */
.fileinput-button {
display: flex !important;
justify-content: center;
align-items: center;
background: var(--color-surface-2--active) !important;
color: var(--color-base--emphasized) !important;
border-radius: 0 !important;
margin-right: -6px;
border-color: var(--color-primary) !important;
font-size: 20px !important;
cursor: pointer !important;
}
/* Icon Tile styles */
.tile-icon.green {
background: #acf2b1;
}
.tile-icon.yellow{
background: #e6e340;
}
.tile-icon.blue {
background: #9fc9ff;
}
.tile-icon.violet {
background: #ddb1ea;
}
.tile-icon.black {
background: #00000;
}
.tile-icon.while {
background: #fffff;
}
.tile-icon.gray {
background: #2b303600;
}
.tile-icon.orange {
background: #eb984e;
}
.tile-icon.red{
background: #f1948a;
}
.mw-logo.citizen-drawer__logo {
display: flex;
align-items: center;
}
.mw-logo.citizen-drawer__logo::after {
content: ' ';
display: inline-block;
border-bottom: 2px solid var(--color-base);
border-right: 2px solid var(--color-base);
height: 6px;
width: 6px;
transform: rotate(45deg);
margin: 0 7px;
}
.citizen-drawer__button {
width: 70px;
}
body #hf-nsfooter- {
display: none;
/* Hide the website footer*/
}
9b68772704f717758e6af40b9d31568808ad6b50
District
0
132
1113
964
2024-06-25T19:19:00Z
Hnaledi
10
Uncovered hubs available in the Beta. Cleaned up wording on rest of the page.
wikitext
text/x-wiki
{{SEO}}
Districts are the most basic building mechanic in {{GAMENAME}}, they allow the city to function and both provide and consume various {{twi|resources}}.
All districts cover multiple [[Tile]]s and cost {{twi|heatstamps}} to build. Some must be built starting from [[resource]] deposits such as fertile ground or frozen forest. Many districts additionally have adjacency bonuses, for example reducing [[heat]] cost, or adjacency maluses creating problems like {{twi|squalor}}.
Districts can be expanded to produce more resources. Expanded districts may permit the construction of additional [[building]]s within.
Districts can have special actions like Emergency Shifts or Half Shifts. Buildings can enable actions like Emergency Session or Rush Researchers. Districts can be turned off using the "power button" at the bottom of their menu.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have their own unique role in the city.
{{Card
|header=[[Central District]]
|image=Central District Card.png
|target=Central District
|content=The heart of the city. Houses the Generator and Council Hall.
|footer=<span class="float-right">[[Central District|More info on Central District >]]</span>
}}
{{Card
|header=[[Industrial District]]
|image=Industrial District Card.png
|target=Industrial District
|content=Production of processed goods and other materials.
|footer=<span class="float-right">[[Industrial District|More info on Industrial District >]]</span>
}}
{{Card
|header=[[Logistics District]]
|image=Logistics District Card.png
|target=Logistics District
|content=Enables sending frostland charting expeditions and moving resources between cities and outposts.
|footer=<span class="float-right">[[Logistics District|More info on Logistics District >]]</span>
}}
{{Card
|header=[[Extraction District]]
|image=Extraction District Card.png
|target=Extraction District
|content=Raw Resources extraction. Can be constructed on different types of deposits.
|footer=<span class="float-right">[[Extraction District|More info on Extraction District >]]</span>
}}
{{Card
|header=[[Food District]]
|image=Food District Card.png
|target=Food District
|content=Production of all kinds of food.
|footer=<span class="float-right">[[Food District|More info on Food District >]]</span>
}}
{{Card
|header=[[Housing District]]
|image=Housing District Card.png
|target=Housing District
|content=Houses and other buildings necessary to provide reliable shelter.
|footer=<span class="float-right">[[Housing District|More info on Housing District >]]</span>
}}
=={{GAMENAME}} Hub Types==
{{Card-half|title=Heating Hub|image=Heating Hub District.png|target=Heating Hub}}
{{Card-half|title=Rail Hub|image=Rail Hub District.png|target=Rail Hub}}
{{Card-half|title=Maintenance Hub|image=Maintenance Hub District.png|target=Maintenance Hub}}
{{Card-half|title=Air Transport Hub|image=Air Transport Hub District.png|target=Air Transport Hub}}
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File:Air Transport Hub.png
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Hnaledi
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Hnaledi uploaded a new version of [[File:Air Transport Hub District.png]]
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da39a3ee5e6b4b0d3255bfef95601890afd80709
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Hnaledi moved page [[File:Air Transport Hub District.png]] to [[File:Air Transport Hub.png]]: Not a district
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File:Heating Hub.png
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Hnaledi moved page [[File:Heating Hub District.png]] to [[File:Heating Hub.png]] without leaving a redirect: Not a district
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da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Rail Hub.png
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Hnaledi
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Hnaledi moved page [[File:Rail Hub District.png]] to [[File:Rail Hub.png]] without leaving a redirect: Not a district
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da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Maintenance Hub.png
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Hnaledi moved page [[File:Maintenance Hub District.png]] to [[File:Maintenance Hub.png]] without leaving a redirect: Not a district
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da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Air Transport Hub District.png
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Hnaledi moved page [[File:Air Transport Hub District.png]] to [[File:Air Transport Hub.png]]: Not a district
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#REDIRECT [[File:Air Transport Hub.png]]
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District
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Hnaledi
10
/* {{GAMENAME}} Hub Types */ File names
wikitext
text/x-wiki
{{SEO}}
Districts are the most basic building mechanic in {{GAMENAME}}, they allow the city to function and both provide and consume various {{twi|resources}}.
All districts cover multiple [[Tile]]s and cost {{twi|heatstamps}} to build. Some must be built starting from [[resource]] deposits such as fertile ground or frozen forest. Many districts additionally have adjacency bonuses, for example reducing [[heat]] cost, or adjacency maluses creating problems like {{twi|squalor}}.
Districts can be expanded to produce more resources. Expanded districts may permit the construction of additional [[building]]s within.
Districts can have special actions like Emergency Shifts or Half Shifts. Buildings can enable actions like Emergency Session or Rush Researchers. Districts can be turned off using the "power button" at the bottom of their menu.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have their own unique role in the city.
{{Card
|header=[[Central District]]
|image=Central District Card.png
|target=Central District
|content=The heart of the city. Houses the Generator and Council Hall.
|footer=<span class="float-right">[[Central District|More info on Central District >]]</span>
}}
{{Card
|header=[[Industrial District]]
|image=Industrial District Card.png
|target=Industrial District
|content=Production of processed goods and other materials.
|footer=<span class="float-right">[[Industrial District|More info on Industrial District >]]</span>
}}
{{Card
|header=[[Logistics District]]
|image=Logistics District Card.png
|target=Logistics District
|content=Enables sending frostland charting expeditions and moving resources between cities and outposts.
|footer=<span class="float-right">[[Logistics District|More info on Logistics District >]]</span>
}}
{{Card
|header=[[Extraction District]]
|image=Extraction District Card.png
|target=Extraction District
|content=Raw Resources extraction. Can be constructed on different types of deposits.
|footer=<span class="float-right">[[Extraction District|More info on Extraction District >]]</span>
}}
{{Card
|header=[[Food District]]
|image=Food District Card.png
|target=Food District
|content=Production of all kinds of food.
|footer=<span class="float-right">[[Food District|More info on Food District >]]</span>
}}
{{Card
|header=[[Housing District]]
|image=Housing District Card.png
|target=Housing District
|content=Houses and other buildings necessary to provide reliable shelter.
|footer=<span class="float-right">[[Housing District|More info on Housing District >]]</span>
}}
=={{GAMENAME}} Hub Types==
{{Card-half|title=Heating Hub|image=Heating Hub.png|target=Heating Hub}}
{{Card-half|title=Rail Hub|image=Rail Hub.png|target=Rail Hub}}
{{Card-half|title=Maintenance Hub|image=Maintenance Hub.png|target=Maintenance Hub}}
{{Card-half|title=Air Transport Hub|image=Air Transport Hub.png|target=Air Transport Hub}}
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Stankosh
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wikitext
text/x-wiki
{{SEO}}
Districts are the most basic building mechanic in {{GAMENAME}}, they allow the city to function and both provide and consume various {{twi|resources}}.
All districts cover multiple [[Tile]]s and cost {{twi|heatstamps}} to build. Some must be built starting from [[resource]] deposits such as fertile ground or frozen forest. Many districts additionally have adjacency bonuses, for example reducing [[heat]] cost, or adjacency maluses creating problems like {{twi|squalor}}.
Districts can be expanded to produce more resources. Expanded districts may permit the construction of additional [[building]]s within.
Districts can have special actions like Emergency Shifts or Half Shifts. Buildings can enable actions like Emergency Session or Rush Researchers. Districts can be turned off using the "power button" at the bottom of their menu.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have their own unique role in the city.
{{Card
|header=[[Central District]]
|image=Central District Card.png
|target=Central District
|content=The heart of the city. Houses the Generator and Council Hall.
|footer=<span class="float-right">[[Central District|More info on Central District >]]</span>
}}
{{Card
|header=[[Industrial District]]
|image=Industrial District Card.png
|target=Industrial District
|content=Production of processed goods and other materials.
|footer=<span class="float-right">[[Industrial District|More info on Industrial District >]]</span>
}}
{{Card
|header=[[Logistics District]]
|image=Logistics District Card.png
|target=Logistics District
|content=Enables sending frostland charting expeditions and moving resources between cities and outposts.
|footer=<span class="float-right">[[Logistics District|More info on Logistics District >]]</span>
}}
{{Card
|header=[[Extraction District]]
|image=Extraction District Card.png
|target=Extraction District
|content=Raw Resources extraction. Can be constructed on different types of deposits.
|footer=<span class="float-right">[[Extraction District|More info on Extraction District >]]</span>
}}
{{Card
|header=[[Food District]]
|image=Food District Card.png
|target=Food District
|content=Production of all kinds of food.
|footer=<span class="float-right">[[Food District|More info on Food District >]]</span>
}}
{{Card
|header=[[Housing District]]
|image=Housing District Card.png
|target=Housing District
|content=Houses and other buildings necessary to provide reliable shelter.
|footer=<span class="float-right">[[Housing District|More info on Housing District >]]</span>
}}
=={{GAMENAME}} Hub Types==
Hubs are special buildings in FP2 that have unique effects on the neighboring Districts. In order for hub to take effect on the district, at least 3 district hexes should be in its range of influence.
{{Card-half|title=Heating Hub|image=Heating Hub.png|target=Heating Hub}}
{{Card-half|title=Rail Hub|image=Rail Hub.png|target=Rail Hub}}
{{Card-half|title=Maintenance Hub|image=Maintenance Hub.png|target=Maintenance Hub}}
{{Card-half|title=Air Transport Hub|image=Air Transport Hub.png|target=Air Transport Hub}}
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Air Transport Hub
0
453
1124
2024-06-25T19:34:06Z
Hnaledi
10
Created page with "{{District |Workforce Construction=50 |Heatstamps Construction=80 |Workforce Requirements=50 |Materials Demand=20 |Output1=Workforce |Output1 Amount=Proximity: Workforce requi..."
wikitext
text/x-wiki
{{District
|Workforce Construction=50
|Heatstamps Construction=80
|Workforce Requirements=50
|Materials Demand=20
|Output1=Workforce
|Output1 Amount=Proximity: Workforce requirement in neighbouring districts is decreased.
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{quote|Reduces Workforce Requirement in all neighbouring Districts.|Ingame Description}}
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removed a full stop
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{{District
|Workforce Construction=50
|Heatstamps Construction=80
|Workforce Requirements=50
|Materials Demand=20
|Output1=Workforce
|Output1 Amount=Proximity: Workforce requirement in neighbouring districts is decreased
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{quote|Reduces Workforce Requirement in all neighbouring Districts.|Ingame Description}}
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{{District
|Image=Air Transport Hub SS.png
|Workforce Construction=50
|Heatstamps Construction=80
|Workforce Requirements=50
|Materials Demand=50
|Heat Demand=40
|Output1=Workforce
|Output1 Amount=Proximity: Workforce requirement in neighbouring districts is decreased
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{quote|Reduces Workforce Requirement in all neighbouring Districts.|Ingame Description}}
Air Transport Hub allows to minimize workforce demand in the Districts around it. It has a 2 tile radius and any districts that has 3 or more tiles in its area of effect will get -100 {{twi|Workforce}} demand modifier.
It's possible to connect up to four districts per Air Transport hub if they are situated properly and effects of Hubs stack.
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Maintenance Hub
0
454
1125
2024-06-25T19:35:31Z
Hnaledi
10
Created page with "{{District |Workforce Construction=100 |Heatstamps Construction=80 |Workforce Requirements=100 |Materials Demand=20 |Output1=Materials |Output1 Amount=Proximity: Raw Materials..."
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text/x-wiki
{{District
|Workforce Construction=100
|Heatstamps Construction=80
|Workforce Requirements=100
|Materials Demand=20
|Output1=Materials
|Output1 Amount=Proximity: Raw Materials demand in neighbouring districts is decreased
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{quote|Quarter that services neighbouring extraction, logistics and indistrial districts.|Ingame Description}}
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Rail Hub
0
455
1126
2024-06-25T19:37:09Z
Hnaledi
10
Created page with "{{District |Workforce Construction=100 |Heatstamps Construction=800 |Workforce Requirements=100 |Materials Demand=40 |Output1=Workforce |Output1 Amount=Proximity: Workforce Re..."
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text/x-wiki
{{District
|Workforce Construction=100
|Heatstamps Construction=800
|Workforce Requirements=100
|Materials Demand=40
|Output1=Workforce
|Output1 Amount=Proximity: Workforce Requirement in neighbouring districts is significantly decreased
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{quote|Quarter providing rapid transportation to citizens, allowing faster commute and boosting productivity in neighbouring districts.|Ingame Description}}
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Heating Hub
0
456
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2024-06-25T19:38:27Z
Hnaledi
10
Created page with "{{District |Workforce Construction=100 |Heatstamps Construction=80 |Workforce Requirements=100 |Heat Demand=25 |Output1=Heat |Output1 Amount=Proximity: Base Heat demand in nei..."
wikitext
text/x-wiki
{{District
|Workforce Construction=100
|Heatstamps Construction=80
|Workforce Requirements=100
|Heat Demand=25
|Output1=Heat
|Output1 Amount=Proximity: Base Heat demand in neighbouring districts is decreased
}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{quote|A generator extension providing additional heat to neighbouring Housing, Food and Logistic districts.|Ingame Description}}
63614c831e64d0885d0ab53f8eb8ecd6da2ebe52
Guide:Contents
3004
457
1129
2024-08-30T07:12:19Z
Stankosh
7
Created page with "List of Text Guides for {{GAMENAME}}. Everything from Beginner Guides to Specific Indepth Guides and special Mechanics. All [[Guide:Videos|Video Guides]] are located on a sepa..."
wikitext
text/x-wiki
List of Text Guides for {{GAMENAME}}. Everything from Beginner Guides to Specific Indepth Guides and special Mechanics.
All [[Guide:Videos|Video Guides]] are located on a separate page.
==Basic {{GAMENAME}} Guides==
List of the Basic {{PAGENAME}} Guides that will help New and Beginner players to learn the game and be effective at it.
{{Card
|tagline=|title=[[Ultimate Beginner Guide]]
|target=Ultimate Beginner Guide|content=Beginners Guide for {{GAMENAME}}. It will explain all the main things new players will need to progress comfortably, get the right start and don't let your city freeze to death.
}}
{{SEO
|title={{GAMENAME}} Guides
|description={{GAMENAME}} Guides created by the Community. Everything from Beginners to the Boss Guides in one convenient place.
|keywords=Frostpunk 2, Frostpunk2, Frostpunk2 Guides, Frostpunk 2 Guides, Frostpunk II, FrostpunkII, Frostpunk II Guides, Guides
}}
{{DISPLAYTITLE:{{GAMENAME}} Text Guides}}
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Ultimate Beginner Guide
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2024-08-30T08:32:29Z
Stankosh
7
Created page with "Getting the right start for your City in Frostpunk 2 can be a challenging task, but with this ultimate guide you will learn how to get a good start, which {{twi|Idea_Tree|Idea..."
wikitext
text/x-wiki
Getting the right start for your City in Frostpunk 2 can be a challenging task, but with this ultimate guide you will learn how to get a good start, which {{twi|Idea_Tree|Ideas}} to go for, get the good {{twi|District|Districts and Buildings}} order and get ready for the incoming threats and difficulties you will have to face.
Depending on the game mode you will be playing there could be additional conditions to take into account, but most of the tips from this guide will be useful for all the game modes, so you can use game mechanics properly to your advantage.
==Basic Mechanics==
It's important to understand the basic {{twi|Game Mechanics}} and interactions that take place in the game to plan ahead and manage your City well. You can always go to the {{twi|Game Mechanics}} page to read more about each aspect, we will cover only the main aspects for beginners in this guide.
First thing you have to understand is {{twi|Frostbreaking}}. It will cost 40 {{twi|Heatstamps}}, so make sure not to overdo it, you will need those later for other important things. While Frostbreaking is under way it will take 300 {{twi|Workforce}} and will last 2 weeks. When you order Frostbreaking you will have to select 8 tiles next to each other and when they are selected Frostbreaking will begin. If 8 Tiles cannot be chosen because the aren't any more connecting tiles (in case of "Islands"), Frostbreaking will still cost full price and time. You can select 8 tiles in a line to make a path towards important resource or node, or make clusters, it's up to you, but early game you have to be efficient and get some {{twi|Coal}} deposits early and aim for {{twi|Logistics District}} location to get access to {{twi|Frostland}} exploration ASAP.
Next you need to know how {{twi|Population}} and {{twi|Resources}} work.
Population will increase the {{twi|Heatstamp}} income, but will require {{twi|Shelter}}, {{twi|Food}} and {{twi|Goods}}. If those will not be supplied {{twi|Problems}} will start to occur and over time can severely impact your City if remain unattended. Population also increases the {{twi|Workforce}} available in the City and it's defaulted at 60% before any modifiers, but can be increased and decreased by {{twi|Disease}} and different {{twi|Council|Laws}}.<br>
Population will grow through the game and it's being increased in batches. This rate can be affected by different {{twi|Council|Laws}} and {{twi|Problems}} in the city.
Different strategies rely on fast or slow population growth, but you should be ready to accommodate new citizen with housing and food to prevent issues. Moreover, fast population growth will exhaust City resources at a higher rate, so make sure that you are taking that in consideration when deciding how fast you want new people to arrive.
Since Population upkeep requires a lot of resources, it's imperative to know what to focus on and how to balance your production to keep up with the demand. Different {{twi|Resources}} serve different purposes and depending on the game stage you need to focus on specific things.
Early game it's important to supply your City with enough Basic resources that are being consumed by population or being used in the production cycle:
*{{twi|Heat}} being generated from {{twi|Coal}} when needed on each cycle. Mainly demanded by {{twi|Housing District}}
*{{twi|Shelter}} Provides housing for population, mainly by {{twi|Housing District|Housing Districts}}. Lack of Shelter will cause {{twi|Cold}} {{twi|Problem}}. Rough estimation is 10 {{twi|Shelter}} for 1000 {{twi|Population}}
*{{twi|Food}} is being used to feed the {{twi|Population}}. Lack of supply will increase {{twi|Hunger}} and in turn might lead to {{twi|Disease}}
*{{twi|Goods}} are providing {{twi|Population}} with consumer products and they are being produced at {{twi|Industrial District}} using {{twi|Materials}}. Lack of Goods will lead to a higher {{twi|Crime}}.
*{{twi|Materials}} are being used by most other {{twi|Districts}} and are being produced by {{twi|Extraction District}} from Iron or Wood deposits.
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1131
1130
2024-08-30T11:10:04Z
Stankosh
7
wikitext
text/x-wiki
Getting the right start for your City in Frostpunk 2 can be a challenging task, but with this ultimate guide you will learn how to get a good start, which {{twi|Idea_Tree|Ideas}} to go for, get the good {{twi|District|Districts and Buildings}} order and get ready for the incoming threats and difficulties you will have to face.
Depending on the game mode you will be playing there could be additional conditions to take into account, but most of the tips from this guide will be useful for all the game modes, so you can use game mechanics properly to your advantage.
==Basic Mechanics==
It's important to understand the basic {{twi|Game Mechanics}} and interactions that take place in the game to plan ahead and manage your City well. You can always go to the {{twi|Game Mechanics}} page to read more about each aspect, we will cover only the main aspects for beginners in this guide.
First thing you have to understand is {{twi|Frostbreaking}}. It will cost 40 {{twi|Heatstamps}}, so make sure not to overdo it, you will need those later for other important things. While Frostbreaking is under way it will take 300 {{twi|Workforce}} and will last 2 weeks. When you order Frostbreaking you will have to select 8 tiles next to each other and when they are selected Frostbreaking will begin. If 8 Tiles cannot be chosen because the aren't any more connecting tiles (in case of "Islands"), Frostbreaking will still cost full price and time. You can select 8 tiles in a line to make a path towards important resource or node, or make clusters, it's up to you, but early game you have to be efficient and get some {{twi|Coal}} deposits early and aim for {{twi|Logistics District}} location to get access to {{twi|Frostland}} exploration ASAP.
Next you need to know how {{twi|Population}} and {{twi|Resources}} work.
Population will increase the {{twi|Heatstamp}} income, but will require {{twi|Shelter}}, {{twi|Food}} and {{twi|Goods}}. If those will not be supplied {{twi|Problems}} will start to occur and over time can severely impact your City if remain unattended. Population also increases the {{twi|Workforce}} available in the City and it's defaulted at 60% before any modifiers, but can be increased and decreased by {{twi|Disease}} and different {{twi|Council|Laws}}.<br>
Population will grow through the game and it's being increased in batches. This rate can be affected by different {{twi|Council|Laws}} and {{twi|Problems}} in the city.
Different strategies rely on fast or slow population growth, but you should be ready to accommodate new citizen with housing and food to prevent issues. Moreover, fast population growth will exhaust City resources at a higher rate, so make sure that you are taking that in consideration when deciding how fast you want new people to arrive.
Since Population upkeep requires a lot of resources, it's imperative to know what to focus on and how to balance your production to keep up with the demand. Different {{twi|Resources}} serve different purposes and depending on the game stage you need to focus on specific things.
Early game it's important to supply your City with enough Basic resources that are being consumed by population or being used in the production cycle and have storage limits:
*{{twi|Heat}} being generated from {{twi|Coal}} when needed on each cycle. Mainly demanded by {{twi|Housing District}}
*{{twi|Shelter}} Provides housing for population, mainly by {{twi|Housing District|Housing Districts}}. Lack of Shelter will cause {{twi|Cold}} {{twi|Problem}}. Rough estimation is 10 {{twi|Shelter}} for 1000 {{twi|Population}}
*{{twi|Food}} is being used to feed the {{twi|Population}}. Lack of supply will increase {{twi|Hunger}} and in turn might lead to {{twi|Disease}}
*{{twi|Goods}} are providing {{twi|Population}} with consumer products and they are being produced at {{twi|Industrial District}} using {{twi|Materials}}. Lack of Goods will lead to a higher {{twi|Crime}}.
*{{twi|Materials}} are being used by most other {{twi|Districts}} and are being produced by {{twi|Extraction District}} from Iron or Wood deposits.
It's important to balance those resources production properly to avoid having {{twi|problem|Problems}} in the City. Make sure that resource deposits will not exhaust, and you start harvesting them from the {{twi|Frostland}} or upgrade buildings, districts, propose {{twi|Council|Laws}} that will help with better sustained production.
With the basic resources that will affect your Population wellbeing out of the way let's move on to other resources:
*{{twi|Heatstamps}} are main currency that you generate mostly from {{twi|Population}} and can be increased by different {{twi|Council|Laws}}. Default value is around 12 heatstamps per 10k {{twi|Population}}
*{{twi|Workforce}} is being used to construct {{twi|Districts}}, Buildings and {{twi|Frostbreaking}}. If building won't have enough Workforce it will not operate. There are multiple ways how to improve % of Population working as a Workforce or lower the amount of Workforce needed in the buildings.
*{{twi|Coal}} is your basic Fuel source for {{twi|Heat}} generation in the early game.
*{{twi|Frostland Teams}} will allow you to scout, explore and work in the {{twi|Frostland}} providing you with extra resources, population and more.
*{{twi|Guard Squads}} help to fight {{twi|Crime}} and protests. You can get more Guard Squads from special buildings like {{twi|Surveillance Watchtower}}.
*{{twi|Cores}} are special high tech resources that are being used for high end building construction. You can get them from {{twi|Frostland}} expeditions.
*{{twi|Oil}} is another fuel source for {{twi|Heat}} production and it can be found in the {{twi|Frostland}}
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1141
1131
2024-09-15T10:17:28Z
Stankosh
7
wikitext
text/x-wiki
Getting the right start for your City in Frostpunk 2 can be a challenging task, but with this ultimate guide you will learn how to get a good start, which {{twi|Idea_Tree|Ideas}} to go for, get the good {{twi|District|Districts and Buildings}} order and get ready for the incoming threats and difficulties you will have to face.
Depending on the game mode you will be playing there could be additional conditions to take into account, but most of the tips from this guide will be useful for all the game modes, so you can use game mechanics properly to your advantage.
==Basic Mechanics==
It's important to understand the basic {{twi|Game Mechanics}} and interactions that take place in the game to plan ahead and manage your City well. You can always go to the {{twi|Game Mechanics}} page to read more about each aspect, we will cover only the main aspects for beginners in this guide.
First thing you have to understand is {{twi|Frostbreaking}}. It will cost 40 {{twi|Heatstamps}}, so make sure not to overdo it, you will need those later for other important things. While Frostbreaking is under way it will take 300 {{twi|Workforce}} and will last 2 weeks. When you order Frostbreaking you will have to select 8 tiles next to each other and when they are selected Frostbreaking will begin. If 8 Tiles cannot be chosen because the aren't any more connecting tiles (in case of "Islands"), Frostbreaking will still cost full price and time. You can select 8 tiles in a line to make a path towards important resource or node, or make clusters, it's up to you, but early game you have to be efficient and get some {{twi|Coal}} deposits early and aim for {{twi|Logistics District}} location to get access to {{twi|Frostland}} exploration ASAP.
Next you need to know how {{twi|Population}} and {{twi|Resources}} work.
Population will increase the {{twi|Heatstamp}} income, but will require {{twi|Shelter}}, {{twi|Food}} and {{twi|Goods}}. If those will not be supplied {{twi|Problems}} will start to occur and over time can severely impact your City if remain unattended. Population also increases the {{twi|Workforce}} available in the City and it's defaulted at 60% before any modifiers, but can be increased and decreased by {{twi|Disease}} and different {{twi|Council|Laws}}.<br>
Population will grow through the game and it's being increased in batches. This rate can be affected by different {{twi|Council|Laws}} and {{twi|Problems}} in the city.
Different strategies rely on fast or slow population growth, but you should be ready to accommodate new citizen with housing and food to prevent issues. Moreover, fast population growth will exhaust City resources at a higher rate, so make sure that you are taking that in consideration when deciding how fast you want new people to arrive.
Since Population upkeep requires a lot of resources, it's imperative to know what to focus on and how to balance your production to keep up with the demand. Different {{twi|Resources}} serve different purposes and depending on the game stage you need to focus on specific things.
Early game it's important to supply your City with enough Basic resources that are being consumed by population or being used in the production cycle and have storage limits:
*{{twi|Heat}} being generated from {{twi|Coal}} when needed on each cycle. Mainly demanded by {{twi|Housing District}}
*{{twi|Shelter}} Provides housing for population, mainly by {{twi|Housing District|Housing Districts}}. Lack of Shelter will cause {{twi|Cold}} {{twi|Problem}}. Rough estimation is 10 {{twi|Shelter}} for 1000 {{twi|Population}}
*{{twi|Food}} is being used to feed the {{twi|Population}}. Lack of supply will increase {{twi|Hunger}} and in turn might lead to {{twi|Disease}}
*{{twi|Goods}} are providing {{twi|Population}} with consumer products and they are being produced at {{twi|Industrial District}} using {{twi|Materials}}. Lack of Goods will lead to a higher {{twi|Crime}}.
*{{twi|Materials}} are being used by most other {{twi|Districts}} and are being produced by {{twi|Extraction District}} from Iron or Wood deposits.
It's important to balance those resources production properly to avoid having {{twi|problem|Problems}} in the City. Make sure that resource deposits will not exhaust, and you start harvesting them from the {{twi|Frostland}} or upgrade buildings, districts, propose {{twi|Council|Laws}} that will help with better sustained production.
With the basic resources that will affect your Population wellbeing out of the way let's move on to other resources:
*{{twi|Heatstamps}} are main currency that you generate mostly from {{twi|Population}} and can be increased by different {{twi|Council|Laws}}. Default value is around 12 heatstamps per 10k {{twi|Population}}
*{{twi|Workforce}} is being used to construct {{twi|Districts}}, Buildings and {{twi|Frostbreaking}}. If building won't have enough Workforce it will not operate. There are multiple ways how to improve % of Population working as a Workforce or lower the amount of Workforce needed in the buildings.
*{{twi|Coal}} is your basic Fuel source for {{twi|Heat}} generation in the early game.
*{{twi|Frostland Teams}} will allow you to scout, explore and work in the {{twi|Frostland}} providing you with extra resources, population and more.
*{{twi|Guard Squads}} help to fight {{twi|Crime}} and protests. You can get more Guard Squads from special buildings like {{twi|Surveillance Watchtower}}.
*{{twi|Cores}} are special high tech resources that are being used for high end building construction. You can get them from {{twi|Frostland}} expeditions.
*{{twi|Oil}} is another fuel source for {{twi|Heat}} production and it can be found in the {{twi|Frostland}}
==Starting Out==
When you just start your run it's important to get your priorities right and plan ahead. Frostbreak towards your nearest Coal deposit, and build an Extraction District there. It will allow you to get the basic fuel supply for your generator. Afterwards cater to your people needs and try to rush Logistics District to set up Frostland Exploration.
Frostland exploration is essential for long-term success in Frostpunk 2 and will yield you a lot of different resources that will help your city grow and survive. During your exploration runs try to balance out between exploring and collecting the resources. If you can use Frostland resources instead of City deposits - do that, that will allow you to have more resource sources and will help during the storms when you can't explore the Frostland or bring resources from there.
As you develop your city try to plan districts properly to make use of their synergy bonuses. All Districts can be expanded one time, adding 3 additional tiles to them and Housing District can be expanded 2 times, adding 6 tiles in total. Make sure that you planned those expansions, so there will be space for them and they will border the right districts.
Housing and Food districts consume less heat if they share 3 tile border. Industrial District consume less Materials if it shared 3 tiles border with Extraction District, while bordering Housing district reduce workforce requirement and increase Squalor.
Later on in the game you will be able to build Hubs, one-tile buildings that affect nearby districts. It would be wise to plan the place for them as well, to increase your city efficiency. For example {{twi|Air Transport Hub}} decrease required workforce in the neighboring districts by 100, while costs only 50 Workforce and 20 Materials to maintain.
Balancing out resource production in your city and planning for the future demand is essential for survival. Make sure to have proper production and stockpile of fuel and food, otherwise things will go down pretty fast. Goods are important as well, but they are not SO essential as other resources.
==Research and Idea Tree==
Research priority in the Idea Tree is very different for each playthrough and will depend on the factions you will get and your game situation and goals. Each research will take time to complete, which will be higher for higher tier research. Building research will also cost heatstamps, while Law research are free. Use it to your advantage and go for the laws when you don't have a lot of heatstamps on your hands.
Unlocking essential buildings will be pretty much a priority. Goods Factories, Sawmills, Coal Mines, Hothouses, Logistics Bays will allow you to build essential buildings. Do not forget that there are Economy and Society tabs as well, that focus on efficiency aspects of the game and can be essential for growing your income and reaching your population and workforce goals.
Each research has several variants, some of them favor specific faction. Usually, faction variants of the buildings are better than basic ones. It's totally ok to have a mix of different faction variants of different buildings in the City or just go one specific faction and focus on its research and buildings.
==Council and Laws==
Law system might be confusing for the new Frostpunk 2 players and it's not very intuitive. You can propose laws about every 10 weeks, between that council will be in recess and unavailable.
When you propose a law you will see estimated votes breakdown. In order to pass the law you need at least 51 votes. Votes will spread based on city communities and factions, their views, relations with Steward and Zeitgeist. Hesitant voters will decide on where to vote during the actual vote. It is possible to negotiate with the faction to earn their votes or pressure delegates to vote for the law.
Some laws can be harder to push through than others. Usually the higher tier research was used to unlock the law, the harder is will be to pull through the council, especially if you don't have matching ideology faction as a majority of the City population.
0d99fac44de6ea8f4f9208bf82725f45695ecce2
1153
1141
2024-09-15T12:43:37Z
Stankosh
7
wikitext
text/x-wiki
Getting the right start for your City in Frostpunk 2 can be a challenging task, but with this ultimate guide you will learn how to get a good start, which {{twi|Idea_Tree|Ideas}} to go for, get the good {{twi|District|Districts and Buildings}} order and get ready for the incoming threats and difficulties you will have to face.
Depending on the game mode you will be playing there could be additional conditions to take into account, but most of the tips from this guide will be useful for all the game modes, so you can use game mechanics properly to your advantage.
==Basic Mechanics==
It's important to understand the basic {{twi|Game Mechanics}} and interactions that take place in the game to plan ahead and manage your City well. You can always go to the {{twi|Game Mechanics}} page to read more about each aspect, we will cover only the main aspects for beginners in this guide.
First thing you have to understand is {{twi|Frostbreaking}}. It will cost 40 {{twi|Heatstamps}}, so make sure not to overdo it, you will need those later for other important things. While Frostbreaking is under way it will take 300 {{twi|Workforce}} and will last 2 weeks. When you order Frostbreaking you will have to select 8 tiles next to each other and when they are selected Frostbreaking will begin. If 8 Tiles cannot be chosen because the aren't any more connecting tiles (in case of "Islands"), Frostbreaking will still cost full price and time. You can select 8 tiles in a line to make a path towards important resource or node, or make clusters, it's up to you, but early game you have to be efficient and get some {{twi|Coal}} deposits early and aim for {{twi|Logistics District}} location to get access to {{twi|Frostland}} exploration ASAP.
Next you need to know how {{twi|Population}} and {{twi|Resources}} work.
Population will increase the {{twi|Heatstamp}} income, but will require {{twi|Shelter}}, {{twi|Food}} and {{twi|Goods}}. If those will not be supplied {{twi|Problems}} will start to occur and over time can severely impact your City if remain unattended. Population also increases the {{twi|Workforce}} available in the City and it's defaulted at 60% before any modifiers, but can be increased and decreased by {{twi|Disease}} and different {{twi|Council|Laws}}.<br>
Population will grow through the game and it's being increased in batches. This rate can be affected by different {{twi|Council|Laws}} and {{twi|Problems}} in the city.
Different strategies rely on fast or slow population growth, but you should be ready to accommodate new citizen with housing and food to prevent issues. Moreover, fast population growth will exhaust City resources at a higher rate, so make sure that you are taking that in consideration when deciding how fast you want new people to arrive.
Since Population upkeep requires a lot of resources, it's imperative to know what to focus on and how to balance your production to keep up with the demand. Different {{twi|Resources}} serve different purposes and depending on the game stage you need to focus on specific things.
Early game it's important to supply your City with enough Basic resources that are being consumed by population or being used in the production cycle and have storage limits:
*{{twi|Heat}} being generated from {{twi|Coal}} when needed on each cycle. Mainly demanded by {{twi|Housing District}}
*{{twi|Shelter}} Provides housing for population, mainly by {{twi|Housing District|Housing Districts}}. Lack of Shelter will cause {{twi|Cold}} {{twi|Problem}}. Rough estimation is 10 {{twi|Shelter}} for 1000 {{twi|Population}}
*{{twi|Food}} is being used to feed the {{twi|Population}}. Lack of supply will increase {{twi|Hunger}} and in turn might lead to {{twi|Disease}}
*{{twi|Goods}} are providing {{twi|Population}} with consumer products and they are being produced at {{twi|Industrial District}} using {{twi|Materials}}. Lack of Goods will lead to a higher {{twi|Crime}}.
*{{twi|Materials}} are being used by most other {{twi|Districts}} and are being produced by {{twi|Extraction District}} from Iron or Wood deposits.
It's important to balance those resources production properly to avoid having {{twi|problem|Problems}} in the City. Make sure that resource deposits will not exhaust, and you start harvesting them from the {{twi|Frostland}} or upgrade buildings, districts, propose {{twi|Council|Laws}} that will help with better sustained production.
With the basic resources that will affect your Population wellbeing out of the way let's move on to other resources:
*{{twi|Heatstamps}} are main currency that you generate mostly from {{twi|Population}} and can be increased by different {{twi|Council|Laws}}. Default value is around 12 heatstamps per 10k {{twi|Population}}
*{{twi|Workforce}} is being used to construct {{twi|Districts}}, Buildings and {{twi|Frostbreaking}}. If building won't have enough Workforce it will not operate. There are multiple ways how to improve % of Population working as a Workforce or lower the amount of Workforce needed in the buildings.
*{{twi|Coal}} is your basic Fuel source for {{twi|Heat}} generation in the early game.
*{{twi|Frostland Teams}} will allow you to scout, explore and work in the {{twi|Frostland}} providing you with extra resources, population and more.
*{{twi|Guard Squads}} help to fight {{twi|Crime}} and protests. You can get more Guard Squads from special buildings like {{twi|Surveillance Watchtower}}.
*{{twi|Cores}} are special high tech resources that are being used for high end building construction. You can get them from {{twi|Frostland}} expeditions.
*{{twi|Oil}} is another fuel source for {{twi|Heat}} production and it can be found in the {{twi|Frostland}}
==Starting Out==
When you just start your run it's important to get your priorities right and plan ahead. {{twi|Frostbreaking|Frostbreak}} towards your nearest Coal deposit and build an Extraction District there. It will allow you to get the basic fuel supply for your generator. Afterwards cater to your people needs and try to rush Logistics District to set up Frostland Exploration.
{{twi|Frostland}} exploration is essential for long-term success in Frostpunk 2 and will yield you a lot of different resources that will help your city grow and survive. During your exploration runs try to balance out between exploring and collecting the resources. If you can use Frostland resources instead of City deposits - do that, that will allow you to have more resource sources and will help during the storms when you can't explore the Frostland or bring resources from there.
As you develop your city try to plan {{twi|Districts}} properly to make use of their synergy bonuses. All Districts can be expanded one time, adding 3 additional tiles to them and Housing District can be expanded 2 times, adding 6 tiles in total. Make sure that you planned those expansions, so there will be space for them and they will border the right districts.
Housing and Food districts consume less heat if they share 3 tile border. Industrial District consume less Materials if it shared 3 tiles border with Extraction District, while bordering Housing district reduce workforce requirement and increase Squalor.
Later on in the game you will be able to build Hubs, one-tile buildings that affect nearby districts. It would be wise to plan the place for them as well, to increase your city efficiency. For example {{twi|Air Transport Hub}} decrease required workforce in the neighboring districts by 100, while costs only 50 Workforce and 20 Materials to maintain.
Balancing out resource production in your city and planning for the future demand is essential for survival. Make sure to have proper production and stockpile of fuel and food, otherwise things will go down pretty fast. Goods are important as well, but they are not SO essential as other resources.
==Research and Idea Tree==
Research priority in the {{twi|Idea Tree}} is very different for each playthrough and will depend on the factions you will get and your game situation and goals. Each research will take time to complete, which will be higher for higher tier research. Building research will also cost heatstamps, while Law research are free. Use it to your advantage and go for the laws when you don't have a lot of heatstamps on your hands.
Unlocking essential buildings will be pretty much a priority. Goods Factories, Sawmills, Coal Mines, Hothouses, Logistics Bays will allow you to build essential buildings. Do not forget that there are Economy and Society tabs as well, that focus on efficiency aspects of the game and can be essential for growing your income and reaching your population and workforce goals.
Each research has several variants, some of them favor specific faction. Usually, faction variants of the buildings are better than basic ones. It's totally ok to have a mix of different faction variants of different buildings in the City or just go one specific faction and focus on its research and buildings.
==Council and Laws==
{{twi|Council|Law system}} might be confusing for the new Frostpunk 2 players and it's not very intuitive. You can propose laws about every 10 weeks, between that council will be in recess and unavailable.
When you propose a law you will see estimated votes breakdown. In order to pass the law you need at least 51 votes. Votes will spread based on city communities and factions, their views, relations with Steward and Zeitgeist. Hesitant voters will decide on where to vote during the actual vote. It is possible to negotiate with the faction to earn their votes or pressure delegates to vote for the law.
Some laws can be harder to push through than others. Usually the higher tier research was used to unlock the law, the harder is will be to pull through the council, especially if you don't have matching ideology faction as a majority of the City population.
4997eae9a6c1bfcbf9a62a5b4d3833bcd990ff4c
1154
1153
2024-09-15T16:01:18Z
Stankosh
7
wikitext
text/x-wiki
Getting the right start for your City in Frostpunk 2 can be a challenging task, but with this ultimate guide you will learn how to get a good start, which {{twi|Idea_Tree|Ideas}} to go for, get the good {{twi|District|Districts and Buildings}} order and get ready for the incoming threats and difficulties you will have to face.
Depending on the game mode you will be playing there could be additional conditions to take into account, but most of the tips from this guide will be useful for all the game modes, so you can use game mechanics properly to your advantage.
==Basic Mechanics==
It's important to understand the basic {{twi|Game Mechanics}} and interactions that take place in the game to plan ahead and manage your City well. You can always go to the {{twi|Game Mechanics}} page to read more about each aspect, we will cover only the main aspects for beginners in this guide.
First thing you have to understand is {{twi|Frostbreaking}}. It will cost 40 {{twi|Heatstamps}}, so make sure not to overdo it, you will need those later for other important things. While Frostbreaking is under way it will take 300 {{twi|Workforce}} and will last 2 weeks. When you order Frostbreaking you will have to select 8 tiles next to each other and when they are selected Frostbreaking will begin. If 8 Tiles cannot be chosen because the aren't any more connecting tiles (in case of "Islands"), Frostbreaking will still cost full price and time. You can select 8 tiles in a line to make a path towards important resource or node, or make clusters, it's up to you, but early game you have to be efficient and get some {{twi|Coal}} deposits early and aim for {{twi|Logistics District}} location to get access to {{twi|Frostland}} exploration ASAP.
Next you need to know how {{twi|Population}} and {{twi|Resources}} work.
Population will increase the {{twi|Heatstamp}} income, but will require {{twi|Shelter}}, {{twi|Food}} and {{twi|Goods}}. If those will not be supplied {{twi|Problems}} will start to occur and over time can severely impact your City if remain unattended. Population also increases the {{twi|Workforce}} available in the City and it's defaulted at 60% before any modifiers, but can be increased and decreased by {{twi|Disease}} and different {{twi|Council|Laws}}.<br>
Population will grow through the game and it's being increased in batches. This rate can be affected by different {{twi|Council|Laws}} and {{twi|Problems}} in the city.
Different strategies rely on fast or slow population growth, but you should be ready to accommodate new citizen with housing and food to prevent issues. Moreover, fast population growth will exhaust City resources at a higher rate, so make sure that you are taking that in consideration when deciding how fast you want new people to arrive.
Since Population upkeep requires a lot of resources, it's imperative to know what to focus on and how to balance your production to keep up with the demand. Different {{twi|Resources}} serve different purposes and depending on the game stage you need to focus on specific things.
Early game it's important to supply your City with enough Basic resources that are being consumed by population or being used in the production cycle and have storage limits:
*{{twi|Heat}} being generated from {{twi|Coal}} when needed on each cycle. Mainly demanded by {{twi|Housing District}}
*{{twi|Shelter}} Provides housing for population, mainly by {{twi|Housing District|Housing Districts}}. Lack of Shelter will cause {{twi|Cold}} {{twi|Problem}}. Rough estimation is 10 {{twi|Shelter}} for 1000 {{twi|Population}}
*{{twi|Food}} is being used to feed the {{twi|Population}}. Lack of supply will increase {{twi|Hunger}} and in turn might lead to {{twi|Disease}}
*{{twi|Goods}} are providing {{twi|Population}} with consumer products and they are being produced at {{twi|Industrial District}} using {{twi|Materials}}. Lack of Goods will lead to a higher {{twi|Crime}}.
*{{twi|Materials}} are being used by most other {{twi|Districts}} and are being produced by {{twi|Extraction District}} from Iron or Wood deposits.
It's important to balance those resources production properly to avoid having {{twi|problem|Problems}} in the City. Make sure that resource deposits will not exhaust, and you start harvesting them from the {{twi|Frostland}} or upgrade buildings, districts, propose {{twi|Council|Laws}} that will help with better sustained production.
With the basic resources that will affect your Population wellbeing out of the way let's move on to other resources:
*{{twi|Heatstamps}} are main currency that you generate mostly from {{twi|Population}} and can be increased by different {{twi|Council|Laws}}. Default value is around 12 heatstamps per 10k {{twi|Population}}
*{{twi|Workforce}} is being used to construct {{twi|Districts}}, Buildings and {{twi|Frostbreaking}}. If building won't have enough Workforce it will not operate. There are multiple ways how to improve % of Population working as a Workforce or lower the amount of Workforce needed in the buildings.
*{{twi|Coal}} is your basic Fuel source for {{twi|Heat}} generation in the early game.
*{{twi|Frostland Teams}} will allow you to scout, explore and work in the {{twi|Frostland}} providing you with extra resources, population and more.
*{{twi|Guard Squads}} help to fight {{twi|Crime}} and protests. You can get more Guard Squads from special buildings like {{twi|Surveillance Watchtower}}.
*{{twi|Cores}} are special high tech resources that are being used for high end building construction. You can get them from {{twi|Frostland}} expeditions.
*{{twi|Oil}} is another fuel source for {{twi|Heat}} production and it can be found in the {{twi|Frostland}}
==Starting Out==
When you just start your run it's important to get your priorities right and plan ahead. {{twi|Frostbreaking|Frostbreak}} towards your nearest Coal deposit and build an Extraction District there. It will allow you to get the basic fuel supply for your generator. Afterwards cater to your people needs and try to rush Logistics District to set up Frostland Exploration.
{{twi|Frostland}} exploration is essential for long-term success in Frostpunk 2 and will yield you a lot of different resources that will help your city grow and survive. During your exploration runs try to balance out between exploring and collecting the resources. If you can use Frostland resources instead of City deposits - do that, that will allow you to have more resource sources and will help during the storms when you can't explore the Frostland or bring resources from there.
As you develop your city try to plan {{twi|Districts}} properly to make use of their synergy bonuses. All Districts can be expanded one time, adding 3 additional tiles to them and Housing District can be expanded 2 times, adding 6 tiles in total. Make sure that you planned those expansions, so there will be space for them and they will border the right districts.
Housing and Food districts consume less heat if they share 3 tile border. Industrial District consume less Materials if it shared 3 tiles border with Extraction District, while bordering Housing district reduce workforce requirement and increase Squalor.
Later on in the game you will be able to build Hubs, one-tile buildings that affect nearby districts. It would be wise to plan the place for them as well, to increase your city efficiency. For example {{twi|Air Transport Hub}} decrease required workforce in the neighboring districts by 100, while costs only 50 Workforce and 20 Materials to maintain.
Balancing out resource production in your city and planning for the future demand is essential for survival. Make sure to have proper production and stockpile of fuel and food, otherwise things will go down pretty fast. Goods are important as well, but they are not SO essential as other resources.
==Research and Idea Tree==
Research priority in the {{twi|Idea Tree}} is very different for each playthrough and will depend on the factions you will get and your game situation and goals. Each research will take time to complete, which will be higher for higher tier research. Building research will also cost heatstamps, while Law research are free. Use it to your advantage and go for the laws when you don't have a lot of heatstamps on your hands.
Unlocking essential buildings will be pretty much a priority. Goods Factories, Sawmills, Coal Mines, Hothouses, Logistics Bays will allow you to build essential buildings. Do not forget that there are Economy and Society tabs as well, that focus on efficiency aspects of the game and can be essential for growing your income and reaching your population and workforce goals.
Each research has several variants, some of them favor specific faction. Usually, faction variants of the buildings are better than basic ones. It's totally ok to have a mix of different faction variants of different buildings in the City or just go one specific faction and focus on its research and buildings.
==Council and Laws==
{{twi|Council|Law system}} might be confusing for the new Frostpunk 2 players and it's not very intuitive. You can propose laws about every 10 weeks, between that council will be in recess and unavailable.
When you propose a law you will see estimated votes breakdown. In order to pass the law, you need at least 51 votes. Votes will spread based on city communities and factions, their views, relations with Steward and Zeitgeist. Hesitant voters will decide on where to vote during the actual vote. It is possible to negotiate with the faction to earn their votes or pressure delegates to vote for the law.
Some laws can be harder to push through than others. Usually, the higher tier research was used to unlock the law, the harder is will be to pull through the council, especially if you don't have matching ideology faction as a majority of the City population.
==Communities and Factions==
You will start game with 2 Communities, those are population groups that follows specific {{twi|Zeitgeist|zeitgeost ideology}}. Their basic ideology presets will define the way they react to decisions that you make. As the game progresses {{twi|Faction|Factions}} will start to form.
Different research, laws, event decisions will make factions like or dislike you. Balancing faction relations will be one of the main challenges of your playthrough and usually it's pretty hard to please everyone.
Over time population from the communities will join their respective factions making them stronger. Different events might trigger more people joining the faction.
If you have a good standing with a faction, you can ask them to help you with some of the game aspects. Make sure to utilize that when available.
It's possible to sway faction's relations with you by offering them something. It can be heatstamps, promise to build some building or push the law of faction's ideology, promise to get rid of buildings and laws of the opposing ideology.
If faction relationships will go low it might trigger protests. Protests will render districts useless and can be very dangerous for City economy. You can deal with the protest by increasing faction standing or using {{twi|Guard Squads}} to quell them. Quelling the protests too often will lead to more severe actions from factions, so be mindful of that.
5d225a5bf9c3c3932091a4075b6317786884409c
1155
1154
2024-09-15T16:29:54Z
Stankosh
7
wikitext
text/x-wiki
Getting the right start for your City in Frostpunk 2 can be a challenging task, but with this ultimate guide you will learn how to get a good start, which {{twi|Idea_Tree|Ideas}} to go for, get the good {{twi|District|Districts and Buildings}} order and get ready for the incoming threats and difficulties you will have to face.
Depending on the game mode you will be playing there could be additional conditions to take into account, but most of the tips from this guide will be useful for all the game modes, so you can use game mechanics properly to your advantage.
==Basic Mechanics==
It's important to understand the basic {{twi|Game Mechanics}} and interactions that take place in the game to plan ahead and manage your City well. You can always go to the {{twi|Game Mechanics}} page to read more about each aspect, we will cover only the main aspects for beginners in this guide.
First thing you have to understand is {{twi|Frostbreaking}}. It will cost 30 {{twi|Heatstamps}}, so make sure not to overdo it, you will need those later for other important things. While Frostbreaking is under way it will take 300 {{twi|Workforce}} and will last 2 weeks. When you order Frostbreaking you will have to select 8 tiles next to each other and when they are selected Frostbreaking will begin. If 8 Tiles cannot be chosen because the aren't any more connecting tiles (in case of "Islands"), Frostbreaking will still cost full price and time. You can select 8 tiles in a line to make a path towards important resource or node, or make clusters, it's up to you, but early game you have to be efficient and get some {{twi|Coal}} deposits early and aim for {{twi|Logistics District}} location to get access to {{twi|Frostland}} exploration ASAP.
Next you need to know how {{twi|Population}} and {{twi|Resources}} work.
Population will increase the {{twi|Heatstamp}} income, but will require {{twi|Shelter}}, {{twi|Food}} and {{twi|Goods}}. If those will not be supplied {{twi|Problems}} will start to occur and over time can severely impact your City if remain unattended. Population determines the {{twi|Workforce}} available in the City. By default it's 60% of the Population, but can be increased and decreased by {{twi|Disease}} and different {{twi|Council|Laws}}.<br>
Population will grow through the game and it's being increased in batches. This rate can be affected by different {{twi|Council|Laws}} and {{twi|Problems}} in the city.
Different strategies rely on fast or slow population growth, but you should be ready to accommodate new citizen with housing and food to prevent issues. Moreover, fast population growth will exhaust City resources at a higher rate, so make sure that you are taking that in consideration when deciding how fast you want new people to arrive.
Since Population upkeep requires a lot of resources, it's imperative to know what to focus on and how to balance your production to keep up with the demand. Different {{twi|Resources}} serve different purposes and depending on the game stage you need to focus on specific things.
Early game it's important to supply your City with enough Basic resources that are being consumed by population or being used in the production cycle and have storage limits:
*{{twi|Heat}} being generated from {{twi|Coal}} when needed on each cycle. Mainly demanded by {{twi|Housing District}}
*{{twi|Shelter}} Provides housing for population, mainly by {{twi|Housing District|Housing Districts}}. Lack of Shelter will cause {{twi|Cold}} {{twi|Problem}}. Rough estimation is 10 {{twi|Shelter}} for 1000 {{twi|Population}}
*{{twi|Food}} is being used to feed the {{twi|Population}}. Lack of supply will increase {{twi|Hunger}} and in turn might lead to {{twi|Disease}}
*{{twi|Goods}} are providing {{twi|Population}} with consumer products and they are being produced at {{twi|Industrial District}} using {{twi|Materials}}. Lack of Goods will lead to a higher {{twi|Crime}}.
*{{twi|Materials}} are being used by most other {{twi|Districts}} and are being produced by {{twi|Extraction District}} from Iron or Wood deposits.
It's important to balance those resources production properly to avoid having {{twi|problem|Problems}} in the City. Make sure that resource deposits will not exhaust, and you start harvesting them from the {{twi|Frostland}} or upgrade buildings, districts, propose {{twi|Council|Laws}} that will help with better sustained production.
With the basic resources that will affect your Population wellbeing out of the way let's move on to other resources:
*{{twi|Heatstamps}} are main currency that you generate mostly from {{twi|Population}} and can be increased by different {{twi|Council|Laws}}. Default value is around 12 heatstamps per 10k {{twi|Population}}
*{{twi|Workforce}} is being used to construct {{twi|Districts}}, Buildings and {{twi|Frostbreaking}}. If building won't have enough Workforce it will not operate. There are multiple ways how to improve % of Population working as a Workforce or lower the amount of Workforce needed in the buildings.
*{{twi|Coal}} is your basic Fuel source for {{twi|Heat}} generation in the early game.
*{{twi|Frostland Teams}} will allow you to scout, explore and work in the {{twi|Frostland}} providing you with extra resources, population and more.
*{{twi|Guard Squads}} help to fight {{twi|Crime}} and protests. You can get more Guard Squads from special buildings like {{twi|Surveillance Watchtower}}.
*{{twi|Cores}} are special high tech resources that are being used for high end building construction. You can get them from {{twi|Frostland}} expeditions.
*{{twi|Oil}} is another fuel source for {{twi|Heat}} production and it can be found in the {{twi|Frostland}}
==Starting Out==
When you just start your run it's important to get your priorities right and plan ahead. {{twi|Frostbreaking|Frostbreak}} towards your nearest Coal deposit and build an Extraction District there. It will allow you to get the basic fuel supply for your generator. Afterwards cater to your people needs and try to rush Logistics District to set up Frostland Exploration.
{{twi|Frostland}} exploration is essential for long-term success in Frostpunk 2 and will yield you a lot of different resources that will help your city grow and survive. During your exploration runs try to balance out between exploring and collecting the resources. If you can use Frostland resources instead of City deposits - do that, that will allow you to have more resource sources and will help during the storms when you can't explore the Frostland or bring resources from there.
As you develop your city try to plan {{twi|Districts}} properly to make use of their synergy bonuses. All Districts can be expanded one time, adding 3 additional tiles to them and Housing District can be expanded 2 times, adding 6 tiles in total. Make sure that you planned those expansions, so there will be space for them and they will border the right districts.
Housing and Food districts consume less heat if they share 3 tile border. Industrial District consume less Materials if it shared 3 tiles border with Extraction District, while bordering Housing district reduce workforce requirement and increase Squalor.
Later on in the game you will be able to build Hubs, one-tile buildings that affect nearby districts. It would be wise to plan the place for them as well, to increase your city efficiency. For example {{twi|Air Transport Hub}} decrease required workforce in the neighboring districts by 100, while costs only 50 Workforce and 20 Materials to maintain.
Balancing out resource production in your city and planning for the future demand is essential for survival. Make sure to have proper production and stockpile of fuel and food, otherwise things will go down pretty fast. Goods are important as well, but they are not SO essential as other resources.
==Research and Idea Tree==
Research priority in the {{twi|Idea Tree}} is very different for each playthrough and will depend on the factions you will get and your game situation and goals. Each research will take time to complete, which will be higher for higher tier research. Building research will also cost heatstamps, while Law research are free. Use it to your advantage and go for the laws when you don't have a lot of heatstamps on your hands.
Unlocking essential buildings will be pretty much a priority. Goods Factories, Sawmills, Coal Mines, Hothouses, Logistics Bays will allow you to build essential buildings. Do not forget that there are Economy and Society tabs as well, that focus on efficiency aspects of the game and can be essential for growing your income and reaching your population and workforce goals.
Each research has several variants, some of them favor specific faction. Usually, faction variants of the buildings are better than basic ones. It's totally ok to have a mix of different faction variants of different buildings in the City or just go one specific faction and focus on its research and buildings.
==Council and Laws==
{{twi|Council|Law system}} might be confusing for the new Frostpunk 2 players and it's not very intuitive. You can propose laws about every 10 weeks, between that council will be in recess and unavailable.
When you propose a law you will see estimated votes breakdown. In order to pass the law, you need at least 51 votes. Votes will spread based on city communities and factions, their views, relations with Steward and Zeitgeist. Hesitant voters will decide on where to vote during the actual vote. It is possible to negotiate with the faction to earn their votes or pressure delegates to vote for the law.
Some laws can be harder to push through than others. Usually, the higher tier research was used to unlock the law, the harder is will be to pull through the council, especially if you don't have matching ideology faction as a majority of the City population.
==Communities and Factions==
You will start game with 2 Communities, those are population groups that follows specific {{twi|Zeitgeist|zeitgeost ideology}}. Their basic ideology presets will define the way they react to decisions that you make. As the game progresses {{twi|Faction|Factions}} will start to form.
Different research, laws, event decisions will make factions like or dislike you. Balancing faction relations will be one of the main challenges of your playthrough and usually it's pretty hard to please everyone.
Over time population from the communities will join their respective factions making them stronger. Different events might trigger more people joining the faction.
If you have a good standing with a faction, you can ask them to help you with some of the game aspects. Make sure to utilize that when available.
It's possible to sway faction's relations with you by offering them something. It can be heatstamps, promise to build some building or push the law of faction's ideology, promise to get rid of buildings and laws of the opposing ideology.
If faction relationships will go low it might trigger protests. Protests will render districts useless and can be very dangerous for City economy. You can deal with the protest by increasing faction standing or using {{twi|Guard Squads}} to quell them. Quelling the protests too often will lead to more severe actions from factions, so be mindful of that.
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Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
If you are interested in Frostpunk 1, visit [[frostpunk:Main_Page|Frostpunk 1 Wiki at Game Vault]]
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community. In order to maintain uniformity please checkout the [[Editing Guideline]].
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Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
If you are interested in Frostpunk 1, visit [[frostpunk:Main_Page|Frostpunk 1 Wiki at Game Vault]].
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
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Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
If you are interested in Frostpunk 1, visit [[frostpunk:Main_Page|Frostpunk 1 Wiki at Game Vault]].
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
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Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
If you are interested in Frostpunk 1, visit [[frostpunk:Main_Page|Frostpunk 1 Wiki at Game Vault]].
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
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Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
If you are interested in Frostpunk 1, visit [[frostpunk:Main_Page|Frostpunk 1 Wiki at Game Vault]].
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community. In order to maintain uniformity please checkout the [[Editing Guideline]].
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| image = Logo.png
| description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events and more.
| keywords = Frostpunk 2 Wiki, Frostpunk Wiki, Frostpunk 2, Frostpunk 2 Guides, Frostpunk 2 tips, Wiki, Game Vault
}}
{{Quote|Frostpunk 2 Wiki is a place where Guides meet the Wiki content, making it the best source of info on the game where anyone can contribute to make it better.}}
{{Recent News}}
{{Card
|title=[[Districts|Districts and Buildings]]
|target=Districts|content=List of {{GAMENAME}} Districts and their description, as well as Buildings.
|image=Districts Card.png
}}
{{Card
|title=[[Council]]
|target=Council|content={{GAMENAME}} Council and Laws.
|image=Council Card.png
}}
{{Card
|header=Important Game Mechanics
|content={{icon-tiles
|icon1 = Coal.png
|class1 = gray
|target1 = Resources
|caption1 = Resources
|icon2 = Cold.png
|class2 = gray
|target2 = Problem
|caption2 = Problems
|icon3 = Factions.png
|class3 = gray
|target3 = Factions
|caption3 = Communities and Factions
|icon4 = Zeitgeist.png
|class4 = gray
|target4 = Zeitgeist
|caption4 = Zeitgeist and Ideology
|icon5 = Frostland.png
|class5 = gray
|target5 = Frostland
|caption5 = Frostland
|icon6 = Frostbreaking.png
|class6 = gray
|target6 = Frostbreaking
|caption6 = Frostbreaking
}}
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
|image=Generator Card.jpg
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
|image=Resources Card.jpg
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
|image=Events Card.jpg
}}
{{Card
|title=[[Idea Tree]]
|target=Idea Tree|content=List of {{GAMENAME}} Research Technologies and everything you want to know about them
|image=Technology Tree Card.jpg
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
|image=Game Mechanics Card.jpg
}}
{{Card
|title=[[Lore]]
|target=Lore|content={{GAMENAME}} Lore, story and world information
|image=Lore Card.jpg
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
|image=Text Guides Card.png
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
|image=Video Guides Card.png
}}
==<center>About {{GAMENAME}} Wiki</center>==
{{GAMENAME}} Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
If you are interested in Frostpunk 1, visit [[frostpunk:Main_Page|Frostpunk 1 Wiki at Game Vault]].
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community. In order to maintain uniformity please checkout the [[Editing Guideline]].
c29c0fc50da9268aa36f54791e9fe9c742b29e8d
1142
1137
2024-09-15T10:18:31Z
Stankosh
7
wikitext
text/x-wiki
{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| title = {{GAMENAME}} Wiki and Guides
| site_name = {{GAMENAME}} Wiki and Guides
| image = Logo.png
| description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events and more.
| keywords = Frostpunk 2 Wiki, Frostpunk Wiki, Frostpunk 2, Frostpunk 2 Guides, Frostpunk 2 tips, Wiki, Game Vault, FP2, FP2 Wiki, FP2 Guides
}}
{{Quote|Frostpunk 2 Wiki is a place where Guides meet the Wiki content, making it the best source of info on the game where anyone can contribute to make it better.}}
{{Recent News}}
{{Card
|title=[[Districts|Districts and Buildings]]
|target=Districts|content=List of {{GAMENAME}} Districts and their description, as well as Buildings.
|image=Districts Card.png
}}
{{Card
|title=[[Council]]
|target=Council|content={{GAMENAME}} Council and Laws.
|image=Council Card.png
}}
{{Card
|header=Important Game Mechanics
|content={{icon-tiles
|icon1 = Coal.png
|class1 = gray
|target1 = Resources
|caption1 = Resources
|icon2 = Cold.png
|class2 = gray
|target2 = Problem
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|class3 = gray
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|caption3 = Communities and Factions
|icon4 = Zeitgeist.png
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|caption4 = Zeitgeist and Ideology
|icon5 = Frostland.png
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|icon6 = Frostbreaking.png
|class6 = gray
|target6 = Frostbreaking
|caption6 = Frostbreaking
}}
}}
{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
|image=Generator Card.jpg
}}
{{Card
|title=[[Resources]]
|target=Resources|content=List of the {{GAMENAME}} Resources and additional info on them.
|image=Resources Card.jpg
}}
{{Card
|title=[[Events]]
|target=Events|content=List of the {{GAMENAME}} Events and their consequences. Do the right choice.
|image=Events Card.jpg
}}
{{Card
|title=[[Idea Tree]]
|target=Idea Tree|content=List of {{GAMENAME}} Research Technologies and everything you want to know about them
|image=Technology Tree Card.jpg
}}
{{Card
|title=[[Game Mechanics]]
|target=Game Mechanics|content=List of the {{GAMENAME}} Game Mechanics, explaining how every game aspect works.
|image=Game Mechanics Card.jpg
}}
{{Card
|title=[[Lore]]
|target=Lore|content={{GAMENAME}} Lore, story and world information
|image=Lore Card.jpg
}}
{{Card
|title=[[Guide:Contents|Text Guides]]
|target=Guide:Contents|content={{GAMENAME}} Text Guides and tips for new and experienced players.
|image=Text Guides Card.png
}}
{{Card
|title=[[Guide:Videos|Video Guides]]
|target=Guide:Videos|content=Best {{GAMENAME}} Video Guides from all over the web.
|image=Video Guides Card.png
}}
==<center>About {{GAMENAME}} Wiki</center>==
{{GAMENAME}} (FP2) Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
If you are interested in Frostpunk 1, visit [[frostpunk:Main_Page|Frostpunk 1 Wiki at Game Vault]].
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community. In order to maintain uniformity please checkout the [[Editing Guideline]].
99826a416ee5fa5deb3b2751f849999a5de35844
Project:Privacy policy
4
459
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2024-09-14T15:59:19Z
Stankosh
7
Redirected page to [[gamevault:Project:Privacy policy]]
wikitext
text/x-wiki
#REDIRECT[[gamevault:Project:Privacy_policy]]
32008497ca17d53aac980db16ac11368f3b2c361
Project:General disclaimer
4
460
1139
2024-09-14T15:59:27Z
Stankosh
7
Redirected page to [[gamevault:Project:General disclaimer]]
wikitext
text/x-wiki
#REDIRECT[[gamevault:Project:General_disclaimer]]
47287f4c3e22cf864f6e263b2322d23a64691ac2
Event
0
461
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2024-09-15T10:15:31Z
Stankosh
7
Redirected page to [[Events]]
wikitext
text/x-wiki
#REDIRECT [[Events]]
0989f00e6f3295481a8e48cd07e5a7b43f1f9917
Council
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Stankosh
7
/* Worker Shifts */
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws affect the city in a wide variety of ways, from [[resource]] production efficiency and [[population]] growth, to reducing [[problem]]s and increasing [[trust]]. Laws often begin as researched {{twi|Idea Tree}} concepts, and then laws can be proposed negotiated, and come to a vote. In order for a law to pass, the Steward will have to sway at least 51 delegates to their point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
It is possible to click the factions and council members to see more information about them and their beliefs.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Selecting an issue will show the Laws available to address it. Likewise, hovering over an issue will show "alternative policies" for it. Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
Laws tend to have a name and individualised art, some flavour text about how it addresses the issue, and a list of effects on certain resources or city statistics. Next to the law, and an indicators about the general support or opposition to the law such as the [[Community]] or [[Faction]] that currently supports it (if any), a measure of the delegates current intentions before negotiations, and its impact on the [[Zeitgeist]] if successfully adopted.
After a law is passed, there may be additional [[event]]s to amend the law or change its effects.
===Voting===
[[File:Council vote.jpg|thumb|right]]
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. Some of the "hesitant" voters will go to each side. Negotiation and promises can be done with the factions. Alternatively, the Steward can "pressure" the delegates into accepting the law (there is no method to pressure against a law).
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Chemical Additives
|content=*Food production efficiency up significantly
*Disease increased marginally
*Synergy event with {{twi|Chemical Drum Hothouse}}
}}
{{Card
|title=Foraged Additives
|content=*Food output based on population
*Synergy event with {{twi|Biowaste Drum Hothouse}}
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
Laws for this issue unlocked by research.
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
*Standard Scouts
*Pathfinder Scouts
*Mechanised Scouts
====Outpost Organisation====
*Standard Outposts
*Productive
*Resilient
===Efficiency===
====Worker Shifts====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=Machine-Adjusted Shifts
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
Laws for this issue unlocked by research. Controversial law.
*Apex Workers
*Machine replacement
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
===Welfare===
====Essentials====
Issue unlocked at the start of the game.
{{Card
|title=[[Free Essentials]]
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=[[Paid Essentials]]
|content=*Generates {{twi|Heatstamps}}
}}
====Contagion Prevention====
Issue unlocked at the start of the game (or very early on).
{{Card
|title=No common rules
|content=
*No effects
}}
{{Card
|title=Infection Badge
|content=*Disease down
*Tension slightly up
}}
{{Card
|title=Supported Quarantine
|content=*Disease down significantly
*{{twi|Shelter}} availability decreased (uncertain how this works, possibly reduces maximum shelter or simply causes more of it to be used)
}}
====Housing Distribution====
{{Card
|title=Housing Queues
|content=
*No effect
}}
{{Card
|title=Mandatory Crowding
|content=
*Equality ideology
*Shelter Availability significantly increased
}}
{{Card
|title=Merit-Based Housing
|content=
*Merit ideology
*Heatstamps per capita slightly increased
*Shelter Availability significantly increased
}}
====Alcohol====
{{Card
|title=Alcohol Rations
|content=
*No effects
}}
{{Card
|title=City-Run Alcohol Shops
|content=
*Heatstamps per capita slightly
}}
{{Card
|title=Privatized Alcohol Production
|content="Increased availability"
*Trust will rise slightly
}}
===Citizenship===
====Outsiders====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=There are no clear rules about who can settle in the City.
*No effects; after an event, may slightly decrease population growth.
}}
{{Card
|title=Accept All Outsiders
|content=*Population growth up
}}
{{Card
|title=Allow Productive Outsiders
|content="We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive."
*Population growth marginally up
*Heatstamps income per capita marginally up
}}
{{Card
|title=Admit No Outsiders
|content=
*Only unlocked by event (possibly {{twi|Shelter}} shortage)
*Population growth greatly down
}}
====Community Service====
{{Card
|title=Expedition Support
|content=
*exploration time improved
}}
{{Card
|title=City Development Effort
|content=
*Materials output based on population
}}
{{Card
|title=Service Exemptions
|content=purchase an exemption from the city
*Heatstamps output based on population
}}
{{Card
|title=Heatpipe Watch
|content=
*{{twi|Heat}} demand down
}}
====Maintenance Duty====
{{Card
|title=No Maintenance Duty
|content=
*No effects
}}
{{Card
|title=All Do Maintenance
|content=
*{{twi|Materials}} demand down significantly
}}
{{Card
|title=Unproductive Do Maintenance
|content=
*{{twi|Materials}} demand down slightly
}}
===Labour===
====Work Compensation====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Compensation
|content=
*No effects
}}
{{Card
|title=Equal Pay
|content= "Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite."
*Trust up, Heatstamps down
*{{twi|Heat}} demand down
}}
{{Card
|title=Efficiency Bonuses
|content=
*Production efficiency up
}}
====Labour Organisation====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Labour Organisation
|content="Labour Organisation is determined by individual workplaces. The city is uninvolved."
*No effects
}}
{{Card
|title=Mandatory Unions
|content=
*Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
}}
{{Card
|title=Labour Oversight
|content=
*Trust falls slightly
*Production Efficiency significantly up
}}
====Workplace Control====
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
===Care===
====Funerals====
{{Card
|title=Harvesting Funerals
|content=
*Reduces disease
*Research Speed Up
}}
{{Card
|title=Ceremonial Funerals
|content=
*Trust loss on deaths decreased.
}}
====Treatment====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Treatment
|content=
"The city does not interfere with medical treatment. Doctors treat patients as they see fit."
*No effects
}}
{{Card
|title=Conservative Treatment
|content=
"Doctors must abide with the traditional oath of 'first, do no harm.' To avoid errors, every procedure must first be approved by senior physicians."
*Disease slightly reduced
}}
{{Card
|title=Experimental Treatment
|content=
"Doctors should always look to develop and put into practice cutting-edge, pioneering treatments."
*Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally
}}
===Family===
====Childhood====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=*No effects (at start of game?). Cannot swap back to this policy once another law for this topic has been accepted.
*After an event: "No rules define who is responsible for the care and education of children. Some are well cared for while others are neglected. As a result, misbehaviour and violence among the youth are on the rise."
**Increases {{twi|Crime}}.
}}
{{Card
|title=[[Mandatory Schools]]
|content=*Research Speed up, but costs {{twi|Heatstamps}} per capita
*Iceblood amendment can change the research bonus to something else (food?)
}}
{{Card
|title=[[Family Apprenticeship]]
|content=*{{twi|Workforce}} percentage up
*Amendment event "[[Unwanted Destiny]]" can relax the law to allow children to take apprenticeships with other families.
}}
====Youth====
{{Card
|title=Dutiful Youth
|content="Young adults participate in volunteering activities under the superivision of elders who teach them moral values."
*Percentage of Active Workers slightly increased
*Crime is slightly decreased.
*Tradition ideology.
}}
{{Card
|title=Liberated Youth
|content=*Trust up slightly
}}
====Relationships====
====Parenthood====
*Parental Duties
====Procreation====
===Crime===
====Guard Immunity====
Note: Radical law. Increases tension and takes longer to research.
====Crime Elimination====
====Criminal Reparations====
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
fe7f86aaee10ff716d2c4a24f62846518a400358
1145
1144
2024-09-15T11:18:42Z
Stankosh
7
/* Essentials */
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws affect the city in a wide variety of ways, from [[resource]] production efficiency and [[population]] growth, to reducing [[problem]]s and increasing [[trust]]. Laws often begin as researched {{twi|Idea Tree}} concepts, and then laws can be proposed negotiated, and come to a vote. In order for a law to pass, the Steward will have to sway at least 51 delegates to their point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
It is possible to click the factions and council members to see more information about them and their beliefs.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Selecting an issue will show the Laws available to address it. Likewise, hovering over an issue will show "alternative policies" for it. Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
Laws tend to have a name and individualised art, some flavour text about how it addresses the issue, and a list of effects on certain resources or city statistics. Next to the law, and an indicators about the general support or opposition to the law such as the [[Community]] or [[Faction]] that currently supports it (if any), a measure of the delegates current intentions before negotiations, and its impact on the [[Zeitgeist]] if successfully adopted.
After a law is passed, there may be additional [[event]]s to amend the law or change its effects.
===Voting===
[[File:Council vote.jpg|thumb|right]]
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. Some of the "hesitant" voters will go to each side. Negotiation and promises can be done with the factions. Alternatively, the Steward can "pressure" the delegates into accepting the law (there is no method to pressure against a law).
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Chemical Additives
|content=*Food production efficiency up significantly
*Disease increased marginally
*Synergy event with {{twi|Chemical Drum Hothouse}}
}}
{{Card
|title=Foraged Additives
|content=*Food output based on population
*Synergy event with {{twi|Biowaste Drum Hothouse}}
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
Laws for this issue unlocked by research.
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
*Standard Scouts
*Pathfinder Scouts
*Mechanised Scouts
====Outpost Organisation====
*Standard Outposts
*Productive
*Resilient
===Efficiency===
====Worker Shifts====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=Machine-Adjusted Shifts
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
Laws for this issue unlocked by research. Controversial law.
*Apex Workers
*Machine replacement
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
===Welfare===
====Essentials====
Issue unlocked at the start of the game.
{{Card
|title=Free Essentials
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=Paid Essentials
|content=*Generates {{twi|Heatstamps}}
}}
====Contagion Prevention====
Issue unlocked at the start of the game (or very early on).
{{Card
|title=No common rules
|content=
*No effects
}}
{{Card
|title=Infection Badge
|content=*Disease down
*Tension slightly up
}}
{{Card
|title=Supported Quarantine
|content=*Disease down significantly
*{{twi|Shelter}} availability decreased (uncertain how this works, possibly reduces maximum shelter or simply causes more of it to be used)
}}
====Housing Distribution====
{{Card
|title=Housing Queues
|content=
*No effect
}}
{{Card
|title=Mandatory Crowding
|content=
*Equality ideology
*Shelter Availability significantly increased
}}
{{Card
|title=Merit-Based Housing
|content=
*Merit ideology
*Heatstamps per capita slightly increased
*Shelter Availability significantly increased
}}
====Alcohol====
{{Card
|title=Alcohol Rations
|content=
*No effects
}}
{{Card
|title=City-Run Alcohol Shops
|content=
*Heatstamps per capita slightly
}}
{{Card
|title=Privatized Alcohol Production
|content="Increased availability"
*Trust will rise slightly
}}
===Citizenship===
====Outsiders====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=There are no clear rules about who can settle in the City.
*No effects; after an event, may slightly decrease population growth.
}}
{{Card
|title=Accept All Outsiders
|content=*Population growth up
}}
{{Card
|title=Allow Productive Outsiders
|content="We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive."
*Population growth marginally up
*Heatstamps income per capita marginally up
}}
{{Card
|title=Admit No Outsiders
|content=
*Only unlocked by event (possibly {{twi|Shelter}} shortage)
*Population growth greatly down
}}
====Community Service====
{{Card
|title=Expedition Support
|content=
*exploration time improved
}}
{{Card
|title=City Development Effort
|content=
*Materials output based on population
}}
{{Card
|title=Service Exemptions
|content=purchase an exemption from the city
*Heatstamps output based on population
}}
{{Card
|title=Heatpipe Watch
|content=
*{{twi|Heat}} demand down
}}
====Maintenance Duty====
{{Card
|title=No Maintenance Duty
|content=
*No effects
}}
{{Card
|title=All Do Maintenance
|content=
*{{twi|Materials}} demand down significantly
}}
{{Card
|title=Unproductive Do Maintenance
|content=
*{{twi|Materials}} demand down slightly
}}
===Labour===
====Work Compensation====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Compensation
|content=
*No effects
}}
{{Card
|title=Equal Pay
|content= "Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite."
*Trust up, Heatstamps down
*{{twi|Heat}} demand down
}}
{{Card
|title=Efficiency Bonuses
|content=
*Production efficiency up
}}
====Labour Organisation====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Labour Organisation
|content="Labour Organisation is determined by individual workplaces. The city is uninvolved."
*No effects
}}
{{Card
|title=Mandatory Unions
|content=
*Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
}}
{{Card
|title=Labour Oversight
|content=
*Trust falls slightly
*Production Efficiency significantly up
}}
====Workplace Control====
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
===Care===
====Funerals====
{{Card
|title=Harvesting Funerals
|content=
*Reduces disease
*Research Speed Up
}}
{{Card
|title=Ceremonial Funerals
|content=
*Trust loss on deaths decreased.
}}
====Treatment====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Treatment
|content=
"The city does not interfere with medical treatment. Doctors treat patients as they see fit."
*No effects
}}
{{Card
|title=Conservative Treatment
|content=
"Doctors must abide with the traditional oath of 'first, do no harm.' To avoid errors, every procedure must first be approved by senior physicians."
*Disease slightly reduced
}}
{{Card
|title=Experimental Treatment
|content=
"Doctors should always look to develop and put into practice cutting-edge, pioneering treatments."
*Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally
}}
===Family===
====Childhood====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=*No effects (at start of game?). Cannot swap back to this policy once another law for this topic has been accepted.
*After an event: "No rules define who is responsible for the care and education of children. Some are well cared for while others are neglected. As a result, misbehaviour and violence among the youth are on the rise."
**Increases {{twi|Crime}}.
}}
{{Card
|title=[[Mandatory Schools]]
|content=*Research Speed up, but costs {{twi|Heatstamps}} per capita
*Iceblood amendment can change the research bonus to something else (food?)
}}
{{Card
|title=[[Family Apprenticeship]]
|content=*{{twi|Workforce}} percentage up
*Amendment event "[[Unwanted Destiny]]" can relax the law to allow children to take apprenticeships with other families.
}}
====Youth====
{{Card
|title=Dutiful Youth
|content="Young adults participate in volunteering activities under the superivision of elders who teach them moral values."
*Percentage of Active Workers slightly increased
*Crime is slightly decreased.
*Tradition ideology.
}}
{{Card
|title=Liberated Youth
|content=*Trust up slightly
}}
====Relationships====
====Parenthood====
*Parental Duties
====Procreation====
===Crime===
====Guard Immunity====
Note: Radical law. Increases tension and takes longer to research.
====Crime Elimination====
====Criminal Reparations====
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
c17ac496b5c6066d4c257e554a672c4119ba1178
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/* Childhood */
wikitext
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{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws affect the city in a wide variety of ways, from [[resource]] production efficiency and [[population]] growth, to reducing [[problem]]s and increasing [[trust]]. Laws often begin as researched {{twi|Idea Tree}} concepts, and then laws can be proposed negotiated, and come to a vote. In order for a law to pass, the Steward will have to sway at least 51 delegates to their point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
It is possible to click the factions and council members to see more information about them and their beliefs.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Selecting an issue will show the Laws available to address it. Likewise, hovering over an issue will show "alternative policies" for it. Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
Laws tend to have a name and individualised art, some flavour text about how it addresses the issue, and a list of effects on certain resources or city statistics. Next to the law, and an indicators about the general support or opposition to the law such as the [[Community]] or [[Faction]] that currently supports it (if any), a measure of the delegates current intentions before negotiations, and its impact on the [[Zeitgeist]] if successfully adopted.
After a law is passed, there may be additional [[event]]s to amend the law or change its effects.
===Voting===
[[File:Council vote.jpg|thumb|right]]
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. Some of the "hesitant" voters will go to each side. Negotiation and promises can be done with the factions. Alternatively, the Steward can "pressure" the delegates into accepting the law (there is no method to pressure against a law).
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|title=Chemical Additives
|content=*Food production efficiency up significantly
*Disease increased marginally
*Synergy event with {{twi|Chemical Drum Hothouse}}
}}
{{Card
|title=Foraged Additives
|content=*Food output based on population
*Synergy event with {{twi|Biowaste Drum Hothouse}}
}}
====Goods====
{{Card
|title=Mass Production
|content=*Goods production increased
}}
{{Card
|title=Durable Goods
|content=*Marginally reduces goods demand per capita.
}}
====Waste Heat Conversion====
Laws for this issue unlocked by research.
{{Card
|title=Heat Recycling
|content=*Heat Output in Expanded Extraction District and Expanded Industrial District
}}
{{Card
|title=Heat Reinjection
|content=*Production Efficiency increased
}}
===Frostland===
====Scout Training====
*Standard Scouts
*Pathfinder Scouts
*Mechanised Scouts
====Outpost Organisation====
*Standard Outposts
*Productive
*Resilient
===Efficiency===
====Worker Shifts====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=Machine-Adjusted Shifts
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
Laws for this issue unlocked by research. Controversial law.
*Apex Workers
*Machine replacement
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
===Welfare===
====Essentials====
Issue unlocked at the start of the game.
{{Card
|title=Free Essentials
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=Paid Essentials
|content=*Generates {{twi|Heatstamps}}
}}
====Contagion Prevention====
Issue unlocked at the start of the game (or very early on).
{{Card
|title=No common rules
|content=
*No effects
}}
{{Card
|title=Infection Badge
|content=*Disease down
*Tension slightly up
}}
{{Card
|title=Supported Quarantine
|content=*Disease down significantly
*{{twi|Shelter}} availability decreased (uncertain how this works, possibly reduces maximum shelter or simply causes more of it to be used)
}}
====Housing Distribution====
{{Card
|title=Housing Queues
|content=
*No effect
}}
{{Card
|title=Mandatory Crowding
|content=
*Equality ideology
*Shelter Availability significantly increased
}}
{{Card
|title=Merit-Based Housing
|content=
*Merit ideology
*Heatstamps per capita slightly increased
*Shelter Availability significantly increased
}}
====Alcohol====
{{Card
|title=Alcohol Rations
|content=
*No effects
}}
{{Card
|title=City-Run Alcohol Shops
|content=
*Heatstamps per capita slightly
}}
{{Card
|title=Privatized Alcohol Production
|content="Increased availability"
*Trust will rise slightly
}}
===Citizenship===
====Outsiders====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=There are no clear rules about who can settle in the City.
*No effects; after an event, may slightly decrease population growth.
}}
{{Card
|title=Accept All Outsiders
|content=*Population growth up
}}
{{Card
|title=Allow Productive Outsiders
|content="We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive."
*Population growth marginally up
*Heatstamps income per capita marginally up
}}
{{Card
|title=Admit No Outsiders
|content=
*Only unlocked by event (possibly {{twi|Shelter}} shortage)
*Population growth greatly down
}}
====Community Service====
{{Card
|title=Expedition Support
|content=
*exploration time improved
}}
{{Card
|title=City Development Effort
|content=
*Materials output based on population
}}
{{Card
|title=Service Exemptions
|content=purchase an exemption from the city
*Heatstamps output based on population
}}
{{Card
|title=Heatpipe Watch
|content=
*{{twi|Heat}} demand down
}}
====Maintenance Duty====
{{Card
|title=No Maintenance Duty
|content=
*No effects
}}
{{Card
|title=All Do Maintenance
|content=
*{{twi|Materials}} demand down significantly
}}
{{Card
|title=Unproductive Do Maintenance
|content=
*{{twi|Materials}} demand down slightly
}}
===Labour===
====Work Compensation====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Compensation
|content=
*No effects
}}
{{Card
|title=Equal Pay
|content= "Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite."
*Trust up, Heatstamps down
*{{twi|Heat}} demand down
}}
{{Card
|title=Efficiency Bonuses
|content=
*Production efficiency up
}}
====Labour Organisation====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Labour Organisation
|content="Labour Organisation is determined by individual workplaces. The city is uninvolved."
*No effects
}}
{{Card
|title=Mandatory Unions
|content=
*Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
}}
{{Card
|title=Labour Oversight
|content=
*Trust falls slightly
*Production Efficiency significantly up
}}
====Workplace Control====
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
===Care===
====Funerals====
{{Card
|title=Harvesting Funerals
|content=
*Reduces disease
*Research Speed Up
}}
{{Card
|title=Ceremonial Funerals
|content=
*Trust loss on deaths decreased.
}}
====Treatment====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Treatment
|content=
"The city does not interfere with medical treatment. Doctors treat patients as they see fit."
*No effects
}}
{{Card
|title=Conservative Treatment
|content=
"Doctors must abide with the traditional oath of 'first, do no harm.' To avoid errors, every procedure must first be approved by senior physicians."
*Disease slightly reduced
}}
{{Card
|title=Experimental Treatment
|content=
"Doctors should always look to develop and put into practice cutting-edge, pioneering treatments."
*Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally
}}
===Family===
====Childhood====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=*No effects (at start of game?). Cannot swap back to this policy once another law for this topic has been accepted.
*After an event: "No rules define who is responsible for the care and education of children. Some are well cared for while others are neglected. As a result, misbehaviour and violence among the youth are on the rise."
**Increases {{twi|Crime}}.
}}
{{Card
|title=Mandatory Schools
|content=*Research Speed up, but costs {{twi|Heatstamps}} per capita
*Iceblood amendment can change the research bonus to something else (food?)
}}
{{Card
|title=Family Apprenticeship
|content=*{{twi|Workforce}} percentage up
*Amendment event "[[Unwanted Destiny]]" can relax the law to allow children to take apprenticeships with other families.
}}
====Youth====
{{Card
|title=Dutiful Youth
|content="Young adults participate in volunteering activities under the superivision of elders who teach them moral values."
*Percentage of Active Workers slightly increased
*Crime is slightly decreased.
*Tradition ideology.
}}
{{Card
|title=Liberated Youth
|content=*Trust up slightly
}}
====Relationships====
====Parenthood====
*Parental Duties
====Procreation====
===Crime===
====Guard Immunity====
Note: Radical law. Increases tension and takes longer to research.
====Crime Elimination====
====Criminal Reparations====
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
be0404c632a6e6a91590e674be95e4174b2c1696
File:Workers' Housing.png
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da39a3ee5e6b4b0d3255bfef95601890afd80709
Workers' Housing
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Created page with "{{#set: icon=File:Shelter.png}} [[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|How can we construct housing to increase worker productivity?}} {{PAGENAM..."
wikitext
text/x-wiki
{{#set: icon=File:Shelter.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we construct housing to increase worker productivity?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks Workers' Building for Industrial, Extraction and Food Districts that increases the amount of {{twi|Shelter}} available in the City.
<br clear="all">
== Technocrats {{PAGENAME}} Variant==
{{Idea
|Name=Workers Village
|Zeitgeist=Progress
|Idea Required=Housing Block
|Idea Unlocks=
|Idea Cost=120
|Research Duration=
|Building=Workers Village
}}
Technocrats variant of {{PAGENAME}} Idea Research unlocks {{twi|Workers Village}} Building. It provides 10 {{twi|Shelter}} and 2 {{twi|Heatstamps}} as well as increased efficiency for 10 {{twi|Heat}} demand.
Following {{twi|Factions|Communities and Factions}} can develop Progress {{PAGENAME}} Idea:
*{{twi|Technocrats}}
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Workers Dormitory
|Zeitgeist=Adaptation
|Idea Required=Housing Block
|Idea Unlocks=
|Idea Cost=120
|Research Duration=
|Building=Workers Dormitory
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Workers Dormitory}} Building. It provides 5 {{twi|Shelter}} and significantly increased efficiency for 10 {{twi|Heat}} demand. and slightly increased {{twi|Disease}}
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Icebloods}}
44456ebadc92dac5ee09c04752afc5c6334e2ea0
File:Housing Block Idea.png
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da39a3ee5e6b4b0d3255bfef95601890afd80709
Housing Block Idea
0
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Created page with "{{#set: icon=File:Shelter.png}} [[File:{{PAGENAME}} Idea.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|How can we best house a large number of citizens?}} {{PAGENAME}} is..."
wikitext
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{{#set: icon=File:Shelter.png}}
[[File:{{PAGENAME}} Idea.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we best house a large number of citizens?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks Housing Block Building for Expanded {{twi|Housing District}} that increases the amount of {{twi|Shelter}} available in the City.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Name=Housing Block
|Zeitgeist=
|Idea Required=
|Idea Unlocks=Housing Distribution
|Idea Unlocks2=Workers' Housing
|Idea Unlocks3=Housing Insulation
|Idea Cost=50
|Research Duration=15
|Building=Housing Block
}}
Neutral variant of {{PAGENAME}} Idea Research unlocks {{twi|Housing Block}} Building. It provides 5 {{twi|Shelter}} for 5 {{twi|Heat}} demand.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Machinists}}
<br clear="all">
== Technocrats {{PAGENAME}} Variant==
{{Idea
|Name=Subsidised Housing Block
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Housing Distribution
|Idea Unlocks2=Workers' Housing
|Idea Unlocks3=Housing Insulation
|Idea Cost=50
|Research Duration=15
|Building=Subsidised Housing Block
}}
Technocrats variant of {{PAGENAME}} Idea Research unlocks {{twi|Subsidised Housing Block}} Building. It provides 10 {{twi|Shelter}} and 1 {{twi|Heatstamps}} for 5 {{twi|Heat}} demand.
Following {{twi|Factions|Communities and Factions}} can develop Progress {{PAGENAME}} Idea:
*{{twi|Technocrats}}
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Dense Housing Block
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Housing Distribution
|Idea Unlocks2=Workers' Housing
|Idea Unlocks3=Housing Insulation
|Idea Cost=50
|Research Duration=15
|Building=Dense Housing Block
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Subsidised Housing Block}} Building. It provides 15 {{twi|Shelter}} for 5 {{twi|Heat}} demand. and slightly increased {{twi|Disease}}
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Icebloods}}
69259f000a17f27456451f6661efd5b153ae71b8
File:Air Transport Hub SS.png
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Air Transport Hub In Game
f03e06e134ad62dfa4926f27e7369c216ce9cb4b
Project:About
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Created page with "Frostpunk 2 Wiki and Guides is a community website that serves as a database for all info on Frostpunk 2 (FP2). We joined forces from 11 Bit Discord and Frostpunk Reddit and..."
wikitext
text/x-wiki
Frostpunk 2 Wiki and Guides is a community website that serves as a database for all info on Frostpunk 2 (FP2).
We joined forces from 11 Bit Discord and Frostpunk Reddit and created Frostpunk 2 Wiki at Game Vault.
We aim to create the most complete Frostpunk2 database with wiki, guides, news and lore in one place.
If you are interested contributing to the wiki, feel free to do so, [[Special:UserLogin|register]] and you are ready to go.
You can connect with us at the [https://discord.gg/gwjmg5mH3j wiki Discord] to coordinate editing, ask questions and just chat about the game.
2cd7b52f37a4eba5e8108179de1a9cb90676b144
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wikitext
text/x-wiki
Frostpunk 2 Wiki and Guides is a community website that serves as a database for all info on Frostpunk 2 (FP2).
We joined forces from 11 Bit Discord and Frostpunk subreddit and created Frostpunk 2 Wiki at Game Vault.
We aim to create the most complete Frostpunk2 database with wiki, guides, news and lore in one place.
If you are interested contributing to the wiki, feel free to do so, [[Special:UserLogin|register]] and you are ready to go.
You can connect with us at the [https://discord.gg/gwjmg5mH3j wiki Discord] to coordinate editing, ask questions and just chat about the game.
cbe730a65b6cc147d15421ae14ebe6464cad210b
News:Contents
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{{GAMENAME}} News, Updates, Patch Notes and Announcements.
{{Card
|title=[[Listen:Frostpunk 2 Beta Dates Announced|Frostpunk 2 Release Date and Time Confirmed]]
|target=News:Frostpunk 2 Release Date|content={{GAMENAME}} Global Release Date and Time Confirmed by 11 Bits
|image=art.jpg
{{Card
|title=[[Listen:Frostpunk 2 Beta Dates Announced|Frostpunk 2 Beta Dates Announced]]
|target=News:Frostpunk 2 Beta Dates Announced|content={{GAMENAME}} April Beta dates official announcement
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{{Card
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{{DISPLAYTITLE:{{GAMENAME}} News, Announcements and Patch Notes}}
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{{GAMENAME}} News, Updates, Patch Notes and Announcements.
{{Card
|title=[[Listen:Frostpunk 2 Beta Dates Announced|Frostpunk 2 Release Date and Time Confirmed]]
|target=News:Frostpunk 2 Release Date|content={{GAMENAME}} Global Release Date and Time Confirmed by 11 Bits
|image=art.jpg
}}
{{Card
|title=[[Listen:Frostpunk 2 Beta Dates Announced|Frostpunk 2 Beta Dates Announced]]
|target=News:Frostpunk 2 Beta Dates Announced|content={{GAMENAME}} April Beta dates official announcement
|image=art.jpg
}}
{{Card
|title=[[Listen:Frostpunk 2 Release Date Announced|Frostpunk 2 Release Date Announced]]
|target=News:Frostpunk 2 Release Date Announced|content={{GAMENAME}} release date official announcement
|image=art.jpg
}}
{{DISPLAYTITLE:{{GAMENAME}} News, Announcements and Patch Notes}}
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{{GAMENAME}} News, Updates, Patch Notes and Announcements.
{{Card
|title=[[Listen:Frostpunk 2 Release Date|Frostpunk 2 Release Date and Time Confirmed]]
|target=News:Frostpunk 2 Release Date|content={{GAMENAME}} Global Release Date and Time Confirmed by 11 Bits
|image=art.jpg
}}
{{Card
|title=[[Listen:Frostpunk 2 Beta Dates Announced|Frostpunk 2 Beta Dates Announced]]
|target=News:Frostpunk 2 Beta Dates Announced|content={{GAMENAME}} April Beta dates official announcement
|image=art.jpg
}}
{{Card
|title=[[Listen:Frostpunk 2 Release Date Announced|Frostpunk 2 Release Date Announced]]
|target=News:Frostpunk 2 Release Date Announced|content={{GAMENAME}} release date official announcement
|image=art.jpg
}}
{{DISPLAYTITLE:{{GAMENAME}} News, Announcements and Patch Notes}}
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{{GAMENAME}} News, Updates, Patch Notes and Announcements.
{{Card
|title=[[Listen:Frostpunk 2 Release Date|Frostpunk 2 Release Date and Time Confirmed]]
|target=News:Frostpunk 2 Release Date|content={{GAMENAME}} Global Release Date and Time Confirmed by 11 Bits
|image=Frostpunk 2 Global Release Date and Time.png
}}
{{Card
|title=[[Listen:Frostpunk 2 Beta Dates Announced|Frostpunk 2 Beta Dates Announced]]
|target=News:Frostpunk 2 Beta Dates Announced|content={{GAMENAME}} April Beta dates official announcement
|image=art.jpg
}}
{{Card
|title=[[Listen:Frostpunk 2 Release Date Announced|Frostpunk 2 Release Date Announced]]
|target=News:Frostpunk 2 Release Date Announced|content={{GAMENAME}} release date official announcement
|image=art.jpg
}}
{{DISPLAYTITLE:{{GAMENAME}} News, Announcements and Patch Notes}}
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File:Frostpunk 2 Global Release Date and Time.png
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da39a3ee5e6b4b0d3255bfef95601890afd80709
News:Frostpunk 2 Release Date
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Created page with "{{DISPLAYTITLE:Frostpunk 2 Global Release Date and Time Confirmed}} [[File:Frostpunk 2 Global Release Date and Time.png|thumb]] Great [[Listen:Contents|News]]! Frostpunk 2 Glo..."
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{{DISPLAYTITLE:Frostpunk 2 Global Release Date and Time Confirmed}}
[[File:Frostpunk 2 Global Release Date and Time.png|thumb]]
Great [[Listen:Contents|News]]! Frostpunk 2 Global Release Date and Time are announced in the 11 Bit Discord.
Community long anticipated the exact Release Date and Time and now we have an answer.
==Frostpunk 2 Global Release Date and Time==
Depending on the time zone players can access Frostpunk 2 on 20th-21th of September 2024. The release date is scheduled on September 20th 2024 5:00pm UTC.
Here is the list of time zones and Release times:
*Los Angeles - September 20th 10:00am PDT
*New York - September 20th 1:00pm EDT
*Sao Paolo - September 20th 2:00pm BRT
*London - September 20th 6:00pm BST
*Warsaw - September 20th 7:00pm CEST
*Bejing - September 21th 1:00am CST
*Tokyo - September 21th 2:00am JST
*Sydney - September 21th 3:00am AEST
==72h Advanced Access ==
Players who preordered Deluxe edition will get 72h headstart on FP2 and be able to access game earlier. They will be able to access Frostpunk 2 on September 17th 2024 5:00pm UTC.
Here is the list of time zones and Release times:
*Los Angeles - September 17th 10:00am PDT
*New York - September 17th 1:00pm EDT
*Sao Paolo - September 17th 2:00pm BRT
*London - September 17th 6:00pm BST
*Warsaw - September 17th 7:00pm CEST
*Bejing - September 18th 1:00am CST
*Tokyo - September 18th 2:00am JST
*Sydney - September 18th 3:00am AEST
While you are waiting for the game you can check [[Main Page|Frostpunk 2 Wiki]] and [[Ultimate_Beginner_Guide|FP2 Beginners Guide]].
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Template:Recent News
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<!--
read the documentation
before editing this template
-->
==<center>Recent {{GAMENAME}} [[Listen:Contents|News and Updates]]</center>==
{{Card
|title=[[Listen:Frostpunk 2 Release Date|Frostpunk 2 Release Date and Time Confirmed]]
|target=News:Frostpunk 2 Release Date|content={{GAMENAME}} Global Release Date and Time Confirmed by 11 Bits
|image=Frostpunk 2 Global Release Date and Time.png
}}
{{Card
|title=[[Listen:Frostpunk 2 Beta Dates Announced|Frostpunk 2 Beta Dates Announced]]
|target=News:Frostpunk 2 Beta Dates Announced|content={{GAMENAME}} April Beta dates official announcement
|image=Art.jpg
}}
{{Card
|title=[[Listen:Frostpunk 2 Release Date Announced|Frostpunk 2 Release Date Announced]]
|target=News:Frostpunk 2 Release Date Announced|content={{GAMENAME}} release date official announcement
|image=Art.jpg
}}
<noinclude>
This template lists 3 recent [[Listen:Contents|News]] articles and updates on the [[Main Page]].
==Usage==
<pre>{{Card
|title=[[Listen:Name of the Article|Name of the Article]]
|target=News:Name of the Article|content=Description of the Article
|image=image.jpg
}}</pre>
* The <code>image</code> should have an aspect ratio of roughly 2:1 and should not have any transparency. If no suitable image exists on the wiki, a screenshot taken specifically for this template may be uploaded. For example, if an update adds a new mechanics it can be screenshotted in game and cropped later. Once that News "falls off" the Main Page, however, the screenshot should be deleted.
* Whatever is placed in the <code>title</code> parameter is also what the tile will link to; if for some reason they need to be different, the link can be changed.
* The <code>description</code> for each News can be based on the News, or altered. It can also include links to other using <code><nowiki>{{twi|Page Name}}</nowiki></code>
<includeonly>[[Category:Main page templates|{{PAGENAME}}]]</includeonly>
</noinclude>__NOTOC__
d0f5f5ed246c428af8fd0ab3b3af107711deb40a
Housing Distribution
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Stankosh
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Created page with "{{#set: icon=File:Shelter.png}} [[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|How can we allocatee shelter more fairly?}} {{PAGENAME}} is one of the {{..."
wikitext
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{{#set: icon=File:Shelter.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we allocatee shelter more fairly?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. Each version unlocks a policy option for the Housing Distribution {{twi|Law}} that increases {{twi|Shelter}} availability across the City.
<br clear="all">
== Merit {{PAGENAME}} Variant==
{{Idea
|Name=Merit-Based Housing
|Zeitgeist=Merit
|Idea Required=Housing Block
|Idea Unlocks=
|Idea Cost=0
|Research Duration=
|Law=Merit-Based Housing
}}
Merit variant of {{PAGENAME}} Idea Research unlocks {{twi|Merit-Based Housing}} Law. It sligtly increases {{twi|Heatstamps}} income per capita and significantly increasses {{twi|Shelter}} availability.
Following {{twi|Factions|Communities and Factions}} can develop Merit {{PAGENAME}} Idea:
*{{twi|Icebloods}}
<br clear="all">
== Equality {{PAGENAME}} Variant==
{{Idea
|Name=Mandatory Crowding
|Zeitgeist=Equality
|Idea Required=Housing Block
|Idea Unlocks=
|Idea Cost=0
|Research Duration=
|Law=Mandatory Crowding
}}
Equality variant of {{PAGENAME}} Idea Research unlocks {{twi|Mandatory Crowding}} Law. It greatly increases {{twi|Shelter}} availability.
Following {{twi|Factions|Communities and Factions}} can develop Equality {{PAGENAME}} Idea:
*{{twi|Icebloods}}
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{{#set: icon=File:Shelter.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we allocatee shelter more fairly?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. Each version unlocks a policy option for the Housing Distribution {{twi|Law}} that increases {{twi|Shelter}} availability across the City.
<br clear="all">
== Merit {{PAGENAME}} Variant==
{{Idea
|Name=Merit-Based Housing
|Zeitgeist=Merit
|Idea Required=Housing Block
|Idea Unlocks=
|Idea Cost=0
|Research Duration=
|Law=Merit-Based Housing
}}
Merit variant of {{PAGENAME}} Idea Research unlocks {{twi|Merit-Based Housing}} Law. It sligtly increases {{twi|Heatstamps}} income per capita and significantly increases {{twi|Shelter}} availability.
Following {{twi|Factions|Communities and Factions}} can develop Merit {{PAGENAME}} Idea:
*{{twi|Icebloods}}
<br clear="all">
== Equality {{PAGENAME}} Variant==
{{Idea
|Name=Mandatory Crowding
|Zeitgeist=Equality
|Idea Required=Housing Block
|Idea Unlocks=
|Idea Cost=0
|Research Duration=
|Law=Mandatory Crowding
}}
Equality variant of {{PAGENAME}} Idea Research unlocks {{twi|Mandatory Crowding}} Law. It greatly increases {{twi|Shelter}} availability.
Following {{twi|Factions|Communities and Factions}} can develop Equality {{PAGENAME}} Idea:
*{{twi|Icebloods}}
f0d408b853b0e2a51a90759bbcbbb36dd3b95f02
File:Housing Distribution.png
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Housing Distribution research idea
89f80000821c8d0e1f1b2832fa8a46b170db96dd
Template:Idea
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{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Idea info
|-
{{#if: {{{Zeitgeist|}}}||{{!}}-}} | width="30%" | [[Zeitgeist]] || [[{{#show:{{{Zeitgeist}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Zeitgeist}}}|24px|class=mr-35]] [[{{{Zeitgeist|N/A}}}]]
|-
{{#if: {{{Idea Required|}}}||{{!}}-}} | width="30%" | Idea Required || [[{{#show:{{{Idea Required}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Required}}}|24px|class=mr-35]] [[{{{Idea Required|N/A}}}]]
|-
{{#if: {{{Idea Unlocks|}}}||{{!}}-}} | Idea Unlocks || [[{{#show:{{{Idea Unlocks}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks}}}|24px|class=mr-35]] [[{{{Idea Unlocks|N/A}}}]]
|-
{{#if: {{{Idea Unlocks2|}}}||{{!}}-}} | || [[{{#show:{{{Idea Unlocks2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks2}}}|24px|class=mr-35]] [[{{{Idea Unlocks2|N/A}}}]]
|-
{{#if: {{{Idea Unlocks3|}}}||{{!}}-}} | || [[{{#show:{{{Idea Unlocks3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks3}}}|24px|class=mr-35]] [[{{{Idea Unlocks3|N/A}}}]]
|-
{{#if: {{{Idea Cost|}}}||{{!}}-}} | Idea Cost || {{{Idea Cost|N/A}}} [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]]
|-
{{#if: {{{Research Duration|}}}||{{!}}-}} | Research Base Duration || {{{Research Base Duration|N/A}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Idea unlocks
|-
{{#if: {{{Building|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Building}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Building}}}|24px|class=mr-35]] [[{{{Building|N/A}}}]]
|-
{{#if: {{{Law|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Law}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Law}}}|24px|class=mr-35]] [[{{{Law|N/A}}}]]
|-
{{#if: {{{Upgrade|}}}||{{!}}-}} | colspan="2" | {{#show:{{{Upgrade}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Law}}}|24px|class=mr-35]] {{{Law|N/A}}}
|}
642fc9fbb0dc84bea8a75aa6a64b8e158657c798
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{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Idea info
|-
{{#if: {{{Zeitgeist|}}}||{{!}}-}} | width="30%" | [[Zeitgeist]] || [[{{#show:{{{Zeitgeist}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Zeitgeist}}}|24px|class=mr-35]] [[{{{Zeitgeist|N/A}}}]]
|-
{{#if: {{{Idea Required|}}}||{{!}}-}} | width="30%" | Idea Required || [[{{#show:{{{Idea Required}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Required}}}|24px|class=mr-35]] [[{{{Idea Required|N/A}}}]]
|-
{{#if: {{{Idea Unlocks|}}}||{{!}}-}} | Idea Unlocks || [[{{#show:{{{Idea Unlocks}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks}}}|24px|class=mr-35]] [[{{{Idea Unlocks|N/A}}}]]
|-
{{#if: {{{Idea Unlocks2|}}}||{{!}}-}} | || [[{{#show:{{{Idea Unlocks2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks2}}}|24px|class=mr-35]] [[{{{Idea Unlocks2|N/A}}}]]
|-
{{#if: {{{Idea Unlocks3|}}}||{{!}}-}} | || [[{{#show:{{{Idea Unlocks3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks3}}}|24px|class=mr-35]] [[{{{Idea Unlocks3|N/A}}}]]
|-
{{#if: {{{Idea Cost|}}}||{{!}}-}} | Idea Cost || {{{Idea Cost|N/A}}} [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]]
|-
{{#if: {{{Research Duration|}}}||{{!}}-}} | Research Base Duration || {{{Research Base Duration|N/A}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Idea unlocks
|-
{{#if: {{{Building|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Building}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Building}}}|24px|class=mr-35]] [[{{{Building|N/A}}}]]
|-
{{#if: {{{Law|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Law}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Law}}}|24px|class=mr-35]] [[{{{Law|N/A}}}]]
|-
{{#if: {{{Upgrade|}}}||{{!}}-}} | colspan="2" | {{{Law|N/A}}}
|}
f16b32aa4520221c0495c880e553d78d2878b6f9
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{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Idea info
|-
{{#if: {{{Zeitgeist|}}}||{{!}}-}} | width="30%" | [[Zeitgeist]] || [[{{#show:{{{Zeitgeist}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Zeitgeist}}}|24px|class=mr-35]] [[{{{Zeitgeist|N/A}}}]]
|-
{{#if: {{{Idea Required|}}}||{{!}}-}} | width="30%" | Idea Required || [[{{#show:{{{Idea Required}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Required}}}|24px|class=mr-35]] [[{{{Idea Required|N/A}}}]]
|-
{{#if: {{{Idea Unlocks|}}}||{{!}}-}} | Idea Unlocks || [[{{#show:{{{Idea Unlocks}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks}}}|24px|class=mr-35]] [[{{{Idea Unlocks|N/A}}}]]
|-
{{#if: {{{Idea Unlocks2|}}}||{{!}}-}} | || [[{{#show:{{{Idea Unlocks2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks2}}}|24px|class=mr-35]] [[{{{Idea Unlocks2|N/A}}}]]
|-
{{#if: {{{Idea Unlocks3|}}}||{{!}}-}} | || [[{{#show:{{{Idea Unlocks3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks3}}}|24px|class=mr-35]] [[{{{Idea Unlocks3|N/A}}}]]
|-
{{#if: {{{Idea Cost|}}}||{{!}}-}} | Idea Cost || {{{Idea Cost|N/A}}} [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]]
|-
{{#if: {{{Research Duration|}}}||{{!}}-}} | Research Base Duration || {{{Research Base Duration|N/A}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Idea unlocks
|-
{{#if: {{{Building|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Building}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Building}}}|24px|class=mr-35]] [[{{{Building|N/A}}}]]
|-
{{#if: {{{Law|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Law}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Law}}}|24px|class=mr-35]] [[{{{Law|N/A}}}]]
|-
{{#if: {{{Upgrade|}}}||{{!}}-}} | colspan="2" | {{{Upgrade|N/A}}}
|}
aabcb106d0bc7cc1f3eb9c42e8a420fbeb6fd723
File:Housing Insulation.png
6
472
1169
2024-09-16T09:01:51Z
Stankosh
7
wikitext
text/x-wiki
Housing Insulation research Idea
3b2a6dcb7bde93f7183023a8d5b58fe2cfeb6f7a
Housing Insulation
0
473
1170
2024-09-16T09:02:09Z
Stankosh
7
Created page with "{{#set: icon=File:Heat.png}} [[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|How can we make housing districts more heat-efficient?}} {{PAGENAME}} is one..."
wikitext
text/x-wiki
{{#set: icon=File:Heat.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we make housing districts more heat-efficient?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It provides City upgrade for the Housing districts lowering their Base {{twi|Heat}} demand.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Name=Asbestos Lining
|Zeitgeist=
|Idea Required=Housing Block
|Idea Unlocks=
|Idea Cost=100
|Research Duration=24
|Upgrade=Asbestos Lining
}}
{{quote|To take advantage of the natural properties of its fibres, dwellings will be upgraded with asbestos-laden material to prevent heat leaks and promote energy conservation.}}
Progress variant of {{PAGENAME}} Idea Research unlocks Asbestos lining upgrade. It decrease Base {{twi|Heat}} demand of {{twi|Housing District|Housing Districts}} in the City.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Machinists}}
*{{twi|Icebloods}}
*{{twi|Technocrats}}
<br clear="all">
Asbestos Lining upgrade becomes very useful as the City grows and more {{twi|Housing District}}s are being built.
3016a2e3b8c6da8f2f2866f5c35a7e470fe25637
File:Work Compensation.png
6
474
1173
2024-09-16T09:39:13Z
Stankosh
7
wikitext
text/x-wiki
Work Compensation research Idea
191d3b6f906bbae7a9258737a2bf45527144488e
Work Compensation
0
475
1174
2024-09-16T09:41:45Z
Stankosh
7
Created page with "{{#set: icon=File:Workforce.png}} [[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|What is the best way to compensate labour?}} {{PAGENAME}} is one of the..."
wikitext
text/x-wiki
{{#set: icon=File:Workforce.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|What is the best way to compensate labour?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}} located in the Economy tab. Each version unlocks a policy option for the Work Compensation Labour {{twi|Law}} that will increase Resource Production Efficiency or increasse Trust at the cost or slightly decreased {{twi|Heatstamps}} Income per capita.
<br clear="all">
== Merit {{PAGENAME}} Variant==
{{Idea
|Name=Efficiency Bonuses
|Zeitgeist=Merit
|Idea Required=
|Idea Unlocks=Leisure
|Idea Unlocks2=Labour Organisation
|Idea Unlocks3=Alcohol
|Idea Cost=0
|Research Duration=
|Law=Efficiency Bonuses
}}
{{quote|To encourage competition, the City will allocate special bonuses to the people who work the most efficiently}}
Merit variant of {{PAGENAME}} Idea Research unlocks Efficiency Bonuses Law. It increases Resource Production Efficiency.
Following {{twi|Factions|Communities and Factions}} can develop Merit {{PAGENAME}} Idea:
*{{twi|Icebloods}}
<br clear="all">
== Equality {{PAGENAME}} Variant==
{{Idea
|Name=Equal Pay
|Zeitgeist=Equality
|Idea Required=
|Idea Unlocks=Leisure
|Idea Unlocks2=Labour Organisation
|Idea Unlocks3=Alcohol
|Idea Cost=0
|Research Duration=
|Law=Equal Pay
}}
{{quote|Labour is labour and thus, all will earn equally. This will eliminate discrepancies between the workers and the elite.}}
Equality variant of {{PAGENAME}} Idea Research unlocks Equal Pay Law. It will rise Trust slightly but {{twi|Heatstamps}} Income per capita will be slightly decreased.
Following {{twi|Factions|Communities and Factions}} can develop Equality {{PAGENAME}} Idea:
*{{twi|Technocrats}}
43062b9d51073f42b12fa895bc4277ee31d245a3
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{{#set: icon=File:Workforce.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|What is the best way to compensate labour?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}} located in the Economy tab. Each version unlocks a policy option for the Work Compensation Labour {{twi|Law}} that will increase Resource Production Efficiency or increasse Trust at the cost or slightly decreased {{twi|Heatstamps}} Income per capita.
<br clear="all">
== Merit {{PAGENAME}} Variant==
{{Idea
|Name=Efficiency Bonuses
|Zeitgeist=Merit
|Idea Required=
|Idea Unlocks2=Labour Organisation
|Idea Unlocks3=Alcohol
|Idea Cost=0
|Research Duration=
|Law=Efficiency Bonuses
}}
{{quote|To encourage competition, the City will allocate special bonuses to the people who work the most efficiently}}
Merit variant of {{PAGENAME}} Idea Research unlocks Efficiency Bonuses Law. It increases Resource Production Efficiency.
Following {{twi|Factions|Communities and Factions}} can develop Merit {{PAGENAME}} Idea:
*{{twi|Icebloods}}
<br clear="all">
== Equality {{PAGENAME}} Variant==
{{Idea
|Name=Equal Pay
|Zeitgeist=Equality
|Idea Required=
|Idea Unlocks2=Labour Organisation
|Idea Unlocks3=Alcohol
|Idea Cost=0
|Research Duration=
|Law=Equal Pay
}}
{{quote|Labour is labour and thus, all will earn equally. This will eliminate discrepancies between the workers and the elite.}}
Equality variant of {{PAGENAME}} Idea Research unlocks Equal Pay Law. It will rise Trust slightly but {{twi|Heatstamps}} Income per capita will be slightly decreased.
Following {{twi|Factions|Communities and Factions}} can develop Equality {{PAGENAME}} Idea:
*{{twi|Technocrats}}
752d2c3318db21c55706efefb9f0055e83bfd3e5
File:Labour Organisation.png
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Labour Organisation research Idea
2e27e08eb0a63704d67927c6c2c9ab7e11a368d7
Labour Organisation
0
477
1177
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Stankosh
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Created page with "{{#set: icon=File:Workforce.png}} [[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|What should be the basis of labour organisation?}} {{PAGENAME}} is one..."
wikitext
text/x-wiki
{{#set: icon=File:Workforce.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|What should be the basis of labour organisation?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}} located in the Economy tab. Each version unlocks a policy option for the Labour Oraganisation {{twi|Law}} Labour tab that will affect Trust and Resource Production Efficiency of the City.
<br clear="all">
== Merit {{PAGENAME}} Variant==
{{Idea
|Name=Labour Oversight
|Zeitgeist=Merit
|Idea Required=Work Compensation
|Idea Cost=0
|Research Duration=
|Law=Labour Oversight
}}
{{quote|To ensure optimal functioning of workplaces, foremen are empowered to monitor workers and optimise for efficiency}}
Merit variant of {{PAGENAME}} Idea Research unlocks Labour Oversight Law. It significantly increases Resource Production Efficiency but slightly lowers Trust.
Following {{twi|Factions|Communities and Factions}} can develop Merit {{PAGENAME}} Idea:
*{{twi|Icebloods}}
<br clear="all">
== Equality {{PAGENAME}} Variant==
{{Idea
|Name=Mandatory Unions
|Zeitgeist=Equality
|Idea Required=Work Compensation
|Idea Cost=0
|Research Duration=
|Law=Mandatory Unions
}}
{{quote|To ensure their well-being, workers will be required to join unions that will co-manage their workplaces.}}
Equality variant of {{PAGENAME}} Idea Research unlocks Mandatory Unions Law. It will slightly raise Trust but will slightly decrease Resource Production Efficiency.
Following {{twi|Factions|Communities and Factions}} can develop Equality {{PAGENAME}} Idea:
*{{twi|Technocrats}}
3ff5637c028b8bb5d26d88a19f1aa21197f40504
File:Alcohol.png
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Alcohol research Idea
713f703d4111723d3b7f80e8b107833cdf9abfad
Alcohol
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Stankosh
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Created page with "{{#set: icon=File:Heatstamps.png}} [[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|How should alcohol be regulated?}} {{PAGENAME}} is one of the {{twi|Id..."
wikitext
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{{#set: icon=File:Heatstamps.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How should alcohol be regulated?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}} located in the Economy tab. Each version unlocks a policy option for the Alcohol {{twi|Law}} Labour tab that will affect Trust or {{twi|Heatstamps}} Income in the City.
<br clear="all">
== Merit {{PAGENAME}} Variant==
{{Idea
|Name=Privatised Alcohol Production
|Zeitgeist=Merit
|Idea Required=Work Compensation
|Idea Cost=0
|Research Duration=
|Law=Privatised Alcohol Production
}}
{{quote|The City will no longer be involved in the supply of alcohol, leaving it to private manufacturers. This will increase its availability.}}
Merit variant of {{PAGENAME}} Idea Research unlocks Privatised Alcohol Production Law. It will slightly rise Trust in the City.
Following {{twi|Factions|Communities and Factions}} can develop Merit {{PAGENAME}} Idea:
*{{twi|Icebloods}}
<br clear="all">
== Equality {{PAGENAME}} Variant==
{{Idea
|Name=City-Run Alcohol Shops
|Zeitgeist=Equality
|Idea Required=Work Compensation
|Idea Cost=0
|Research Duration=
|Law=City-Run Alcohol Shops
}}
{{quote|People wanting to supplement their alcohol rations will be able to buy some more from the City. This will generate extra income that will benefit all.}}
Equality variant of {{PAGENAME}} Idea Research unlocks City-Run Alcohol Shops Law. It will slightly increase {{twi|Heatstamps}} Income per capita.
Following {{twi|Factions|Communities and Factions}} can develop Equality {{PAGENAME}} Idea:
*{{twi|Technocrats}}
f1d943c6f0dcac6fd2809398cdcc0ff49ef78dad
Template:Welcome-header
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<div class=nomobile>
<div class="mainpage-header nomobile">
<div class="header-intro">
<p class="lead">Biggest {{SITENAME}} Database made by the Community</p>
<p>{{GAMENAME}} guides website maintained by the players. Information about the game, datamined info, visual and text guides, and videos - are all created by the community so that anyone can find all the information about {{GAMENAME}} in one convenient place. Anyone can [[Special:UserLogin|Log in]] and start contributing. </p>
</div>
<div class="header-stats col-2">
<ul>
<li>Number of articles: '''{{NUMBEROFARTICLES}}'''</li>
<li>Number of files: '''{{NUMBEROFFILES}}'''</li>
<!-- <li>Number of active editors: '''{{NUMBEROFACTIVEUSERS}}'''</li> -->
<li>Number of edits: '''{{NUMBEROFEDITS}}'''</li>
</ul>
</div>
</div>
</div>{{Page Image|{{PAGENAME:{{{logo|Logo.png}}}}}}}{{SHORTDESC: Biggest {{GAMENAME}} Database maintained by the Community}}
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File:Slaves.png
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Slaves Community Banner
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== Summary ==
Slaves Community Banner
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File:Lords.png
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Lords Community Banner
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== Summary ==
Lords Community Banner
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File:Thinkers.png
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Thinkers Community Banner
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== Summary ==
Thinkers Community Banner
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File:Wanderers.png
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Wanderers Community Banner
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== Summary ==
Wanderers Community Banner
ede95a53261f99436fd9cb09d72c2cc17aa568dc
File:Merchants.png
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Stankosh
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Merchants Community Banner
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== Summary ==
Merchants Community Banner
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File:Foragers.png
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Stankosh uploaded a new version of [[File:Foragers.png]]
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File:Machinists.png
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Stankosh uploaded a new version of [[File:Machinists.png]]
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File:Faithkeepers.png
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Faithkeepers Faction Banner
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== Summary ==
Faithkeepers Faction Banner
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File:Pilgrims.png
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Pilgrims Faction Banner
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== Summary ==
Pilgrims Faction Banner
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File:Venturers.png
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Venturers Faction Banner
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== Summary ==
Venturers Faction Banner
ea6e444cf0eb031c73b77f19d1df2497eab12147
File:Bohemians.png
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Bohemians Faction Banner
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== Summary ==
Bohemians Faction Banner
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File:Legionnaires.png
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Legionnaires Faction Banner
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== Summary ==
Legionnaires Faction Banner
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File:Stalwarts.png
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2024-09-17T18:38:13Z
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Stalwarts Faction Banner
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== Summary ==
Stalwarts Faction Banner
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File:Overseers.png
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Overseers Faction Banner
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== Summary ==
Overseers Faction Banner
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File:Evolvers.png
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Evolvers Faction Banner
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== Summary ==
Evolvers Faction Banner
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File:Technocrats.png
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Stankosh uploaded a new version of [[File:Technocrats.png]]
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Technocrats Icon
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File:Icebloods.png
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Stankosh uploaded a new version of [[File:Icebloods.png]]
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File:Labourers.png
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Labourers Community Banner
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== Summary ==
Labourers Community Banner
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File:Coal.png
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Coal Icon
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Stankosh uploaded a new version of [[File:Materials.png]]
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Faction
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{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Foragers==
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "They believe adaptation is key, and growing reliant on technological gimmicks invites disaster."
<br clear="all">
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists. To paraphrase their manifesto (not a direct quote): "Embrace Adaptation, reward Merit, honour Tradition."
<br clear="all">
==Machinists==
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "To them, technological progress is the only way to ensure survival."
<br clear="all">
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
<br clear="all">
==Communities==
===Merchants===
[[File:Merchants.png|thumb]]
<br clear="all">
===Wanderers===
[[File:Wanderers.png|thumb]]
Wanderers first appear in Prologue story mode and currently not available in the Utopia game mode.
<br clear="all">
===New Londoners===
[[File:New Londoners.png|thumb]]
<br clear="all">
===Thinkers===
[[File:Thinkers.png|thumb]]
<br clear="all">
===Lords===
[[File:Lords.png|thumb]]
<br clear="all">
===Slaves===
[[File:Slaves.png|thumb]]
<br clear="all">
==Factions==
===Evolvers===
[[File:Evolvers.png|thumb]]
<br clear="all">
===Overseers===
[[File:Overseers.png|thumb]]
<br clear="all">
===Stalwarts===
[[File:Stalwarts.png|thumb]]
<br clear="all">
===Legionnaires===
[[File:Legionnaires.png|thumb]]
<br clear="all">
===Bohemians===
[[File:Bohemians.png|thumb]]
<br clear="all">
===Venturers===
[[File:Venturers.png|thumb]]
<br clear="all">
===Pilgrims===
[[File:Pilgrims.png|thumb]]
<br clear="all">
===Faithkeepers===
[[File:Faithkeepers.png|thumb]]
<br clear="all">
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
4921f07ad31aa81ba6a0486dde572977c0b4b8d6
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{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Foragers==
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "They believe adaptation is key, and growing reliant on technological gimmicks invites disaster."
<br clear="all">
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists. To paraphrase their manifesto (not a direct quote): "Embrace Adaptation, reward Merit, honour Tradition."
<br clear="all">
==Machinists==
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "To them, technological progress is the only way to ensure survival."
<br clear="all">
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
<br clear="all">
==Communities==
===Merchants===
[[File:Merchants.png|thumb]]
<br clear="all">
===Wanderers===
[[File:Wanderers.png|thumb]]
Wanderers first appear in Prologue story mode and currently not available in the Utopia game mode.
<br clear="all">
===New Londoners===
[[File:New Londoners.png|thumb]]
<br clear="all">
===Thinkers===
[[File:Thinkers.png|thumb]]
:"Reason requires us to change with the times."
They strongly prefer the {{twi|Reason}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
===Lords===
[[File:Lords.png|thumb]]
:"Tradition is the bedrock of society."
They strongly prefer the {{twi|Tradition}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
===Slaves===
[[File:Slaves.png|thumb]]
<br clear="all">
==Factions==
===Evolvers===
[[File:Evolvers.png|thumb]]
<br clear="all">
===Overseers===
[[File:Overseers.png|thumb]]
<br clear="all">
===Stalwarts===
[[File:Stalwarts.png|thumb]]
<br clear="all">
===Legionnaires===
[[File:Legionnaires.png|thumb]]
<br clear="all">
===Bohemians===
[[File:Bohemians.png|thumb]]
<br clear="all">
===Venturers===
[[File:Venturers.png|thumb]]
<br clear="all">
===Pilgrims===
[[File:Pilgrims.png|thumb]]
<br clear="all">
===Faithkeepers===
[[File:Faithkeepers.png|thumb]]
<br clear="all">
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
73d58386e2f82075f3ac04f145851252d4c250b5
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2024-09-19T04:02:38Z
Stankosh
7
wikitext
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{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Foragers==
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "They believe adaptation is key, and growing reliant on technological gimmicks invites disaster."
<br clear="all">
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists. To paraphrase their manifesto (not a direct quote): "Embrace Adaptation, reward Merit, honour Tradition."
<br clear="all">
==Machinists==
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "To them, technological progress is the only way to ensure survival."
<br clear="all">
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
<br clear="all">
==Communities==
===Merchants===
[[File:Merchants.png|thumb]]
<br clear="all">
===Wanderers===
[[File:Wanderers.png|thumb]]
Wanderers first appear in Prologue story mode and currently not available in the Utopia game mode.
<br clear="all">
===New Londoners===
[[File:New Londoners.png|thumb]]
<br clear="all">
===Thinkers===
[[File:Thinkers.png|thumb]]
:"Reason requires us to change with the times."
They strongly prefer the {{twi|Reason}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
===Lords===
[[File:Lords.png|thumb]]
:"Tradition is the bedrock of society."
They strongly prefer the {{twi|Tradition}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
===Slaves===
[[File:Slaves.png|thumb]]
<br clear="all">
===Labourers===
[[File:Labourers.png|thumb]]
:"Every worker should benefit equally."
They strongly prefer the {{twi|Equality}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
==Factions==
===Evolvers===
[[File:Evolvers.png|thumb]]
<br clear="all">
===Overseers===
[[File:Overseers.png|thumb]]
<br clear="all">
===Stalwarts===
[[File:Stalwarts.png|thumb]]
<br clear="all">
===Legionnaires===
[[File:Legionnaires.png|thumb]]
<br clear="all">
===Bohemians===
[[File:Bohemians.png|thumb]]
<br clear="all">
===Venturers===
[[File:Venturers.png|thumb]]
<br clear="all">
===Pilgrims===
[[File:Pilgrims.png|thumb]]
<br clear="all">
===Faithkeepers===
[[File:Faithkeepers.png|thumb]]
<br clear="all">
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
53047d81fc385ad63477a97deeb7fca11c09dadb
1207
1206
2024-09-19T04:09:31Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Foragers==
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "They believe adaptation is key, and growing reliant on technological gimmicks invites disaster."
<br clear="all">
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists. To paraphrase their manifesto (not a direct quote): "Embrace Adaptation, reward Merit, honour Tradition."
<br clear="all">
==Machinists==
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "To them, technological progress is the only way to ensure survival."
<br clear="all">
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
<br clear="all">
==Communities==
===Merchants===
[[File:Merchants.png|thumb]]
<br clear="all">
===Wanderers===
[[File:Wanderers.png|thumb]]
Wanderers first appear in Prologue story mode and currently not available in the Utopia game mode.
<br clear="all">
===New Londoners===
[[File:New Londoners.png|thumb]]
:"Through technological progress, New London will thrive."
They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
You can encounter them in New London story scenario.
<br clear="all">
===Thinkers===
[[File:Thinkers.png|thumb]]
:"Reason requires us to change with the times."
They strongly prefer the {{twi|Reason}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
===Lords===
[[File:Lords.png|thumb]]
:"Tradition is the bedrock of society."
They strongly prefer the {{twi|Tradition}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
===Slaves===
[[File:Slaves.png|thumb]]
<br clear="all">
===Labourers===
[[File:Labourers.png|thumb]]
:"Every worker should benefit equally."
They strongly prefer the {{twi|Equality}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
==Factions==
===Evolvers===
[[File:Evolvers.png|thumb]]
<br clear="all">
===Overseers===
[[File:Overseers.png|thumb]]
<br clear="all">
===Stalwarts===
[[File:Stalwarts.png|thumb]]
:"Progress for the glory of New London. Merit forges the Strongest. Reason for order, order for control"
They strongly prefer the {{twi|Progress}}, {{twi|Merit}} and {{twi|Reason}} [[Zeitgeist|ideologies]].
<br clear="all">
===Legionnaires===
[[File:Legionnaires.png|thumb]]
<br clear="all">
===Bohemians===
[[File:Bohemians.png|thumb]]
<br clear="all">
===Venturers===
[[File:Venturers.png|thumb]]
<br clear="all">
===Pilgrims===
[[File:Pilgrims.png|thumb]]
<br clear="all">
===Faithkeepers===
[[File:Faithkeepers.png|thumb]]
<br clear="all">
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
c287b5156d99ecdeac21e5a8b6c2f7fd15918209
1208
1207
2024-09-19T04:13:29Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Foragers==
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "They believe adaptation is key, and growing reliant on technological gimmicks invites disaster."
<br clear="all">
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists. To paraphrase their manifesto (not a direct quote): "Embrace Adaptation, reward Merit, honour Tradition."
<br clear="all">
==Machinists==
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "To them, technological progress is the only way to ensure survival."
<br clear="all">
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
<br clear="all">
==Communities==
===Merchants===
[[File:Merchants.png|thumb]]
:"Opportunity rewards those with merit."
They strongly prefer the {{twi|Merit}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
===Wanderers===
[[File:Wanderers.png|thumb]]
Wanderers first appear in Prologue story mode and currently not available in the Utopia game mode.
<br clear="all">
===New Londoners===
[[File:New Londoners.png|thumb]]
:"Through technological progress, New London will thrive."
They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
You can encounter them in New London story scenario.
<br clear="all">
===Thinkers===
[[File:Thinkers.png|thumb]]
:"Reason requires us to change with the times."
They strongly prefer the {{twi|Reason}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Lords===
[[File:Lords.png|thumb]]
:"Tradition is the bedrock of society."
They strongly prefer the {{twi|Tradition}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Slaves===
[[File:Slaves.png|thumb]]
<br clear="all">
===Labourers===
[[File:Labourers.png|thumb]]
:"Every worker should benefit equally."
They strongly prefer the {{twi|Equality}} ideology in the Economical [[Zeitgeist]].
<br clear="all">
==Factions==
===Evolvers===
[[File:Evolvers.png|thumb]]
<br clear="all">
===Overseers===
[[File:Overseers.png|thumb]]
<br clear="all">
===Stalwarts===
[[File:Stalwarts.png|thumb]]
:"Progress for the glory of New London. Merit forges the Strongest. Reason for order, order for control"
They strongly prefer the {{twi|Progress}}, {{twi|Merit}} and {{twi|Reason}} [[Zeitgeist|ideologies]].
<br clear="all">
===Legionnaires===
[[File:Legionnaires.png|thumb]]
<br clear="all">
===Bohemians===
[[File:Bohemians.png|thumb]]
<br clear="all">
===Venturers===
[[File:Venturers.png|thumb]]
<br clear="all">
===Pilgrims===
[[File:Pilgrims.png|thumb]]
<br clear="all">
===Faithkeepers===
[[File:Faithkeepers.png|thumb]]
<br clear="all">
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
b8852e22abc4e995de7ccfcd3900ded55bc320be
1209
1208
2024-09-19T04:22:05Z
Stankosh
7
/* New Londoners */
wikitext
text/x-wiki
{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Foragers==
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "They believe adaptation is key, and growing reliant on technological gimmicks invites disaster."
<br clear="all">
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists. To paraphrase their manifesto (not a direct quote): "Embrace Adaptation, reward Merit, honour Tradition."
<br clear="all">
==Machinists==
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "To them, technological progress is the only way to ensure survival."
<br clear="all">
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
<br clear="all">
==Communities==
===Merchants===
[[File:Merchants.png|thumb]]
:"Opportunity rewards those with merit."
They strongly prefer the {{twi|Merit}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
===Wanderers===
[[File:Wanderers.png|thumb]]
Wanderers first appear in Prologue story mode and currently not available in the Utopia game mode.
<br clear="all">
===New Londoners===
[[File:New Londoners.png|thumb]]
:"Through technological progress, New London will thrive."
They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
You can encounter them in New London story scenario. They resemble same ideology ideas as Machinists from the Utopia freeplay communities.
<br clear="all">
===Thinkers===
[[File:Thinkers.png|thumb]]
:"Reason requires us to change with the times."
They strongly prefer the {{twi|Reason}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Lords===
[[File:Lords.png|thumb]]
:"Tradition is the bedrock of society."
They strongly prefer the {{twi|Tradition}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Slaves===
[[File:Slaves.png|thumb]]
<br clear="all">
===Labourers===
[[File:Labourers.png|thumb]]
:"Every worker should benefit equally."
They strongly prefer the {{twi|Equality}} ideology in the Economical [[Zeitgeist]].
<br clear="all">
==Factions==
===Evolvers===
[[File:Evolvers.png|thumb]]
<br clear="all">
===Overseers===
[[File:Overseers.png|thumb]]
<br clear="all">
===Stalwarts===
[[File:Stalwarts.png|thumb]]
:"Progress for the glory of New London. Merit forges the Strongest. Reason for order, order for control"
They strongly prefer the {{twi|Progress}}, {{twi|Merit}} and {{twi|Reason}} [[Zeitgeist|ideologies]].
<br clear="all">
===Legionnaires===
[[File:Legionnaires.png|thumb]]
<br clear="all">
===Bohemians===
[[File:Bohemians.png|thumb]]
<br clear="all">
===Venturers===
[[File:Venturers.png|thumb]]
<br clear="all">
===Pilgrims===
[[File:Pilgrims.png|thumb]]
<br clear="all">
===Faithkeepers===
[[File:Faithkeepers.png|thumb]]
<br clear="all">
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
a4271e4803f06605a6428e56fb0a44c3fc10e20e
1210
1209
2024-09-19T05:10:48Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Foragers==
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "They believe adaptation is key, and growing reliant on technological gimmicks invites disaster."
<br clear="all">
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists. To paraphrase their manifesto (not a direct quote): "Embrace Adaptation, reward Merit, honour Tradition."
<br clear="all">
==Machinists==
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "To them, technological progress is the only way to ensure survival."
<br clear="all">
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
<br clear="all">
==Communities==
===Merchants===
[[File:Merchants.png|thumb]]
:"Opportunity rewards those with merit."
They strongly prefer the {{twi|Merit}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
===Wanderers===
[[File:Wanderers.png|thumb]]
Wanderers first appear in Prologue story mode and currently not available in the Utopia game mode.
<br clear="all">
===New Londoners===
[[File:New Londoners.png|thumb]]
:"Through technological progress, New London will thrive."
They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
You can encounter them in New London story scenario. They resemble same ideology ideas as Machinists from the Utopia freeplay communities.
<br clear="all">
===Thinkers===
[[File:Thinkers.png|thumb]]
:"Reason requires us to change with the times."
They strongly prefer the {{twi|Reason}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Lords===
[[File:Lords.png|thumb]]
:"Tradition is the bedrock of society."
They strongly prefer the {{twi|Tradition}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Slaves===
[[File:Slaves.png|thumb]]
<br clear="all">
===Labourers===
[[File:Labourers.png|thumb]]
:"Every worker should benefit equally."
They strongly prefer the {{twi|Equality}} ideology in the Economical [[Zeitgeist]].
<br clear="all">
==Factions==
===Proteans===
[[File:Evolvers.png|thumb]]
Striving towards merit-driven evolution, these rationalists attract those most dedicated to adaptation - even if it requires sacrificing life and limb.
Proteans support the Survival {{twi|Adaptation}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Overseers===
[[File:Overseers.png|thumb]]
<br clear="all">
===Stalwarts===
[[File:Stalwarts.png|thumb]]
"Progress for the glory of New London. Merit forges the Strongest. Reason for order, order for control"
They strongly prefer the {{twi|Progress}}, {{twi|Merit}} and {{twi|Reason}} [[Zeitgeist|ideologies]].
<br clear="all">
===Legionnaires===
[[File:Legionnaires.png|thumb]]
These disciplined equals treat themselves as the front line in the war against the Great Frost; valuing cohesion and tradition, they enlist from the City's most steadfast.
Legionnaires support the Survival {{twi|Progress}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Bohemians===
[[File:Bohemians.png|thumb]]
<br clear="all">
===Venturers===
[[File:Venturers.png|thumb]]
<br clear="all">
===Pilgrims===
[[File:Pilgrims.png|thumb]]
<br clear="all">
===Faithkeepers===
[[File:Faithkeepers.png|thumb]]
<br clear="all">
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
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File:New Londoners.png
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New Londoners Banner
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== Summary ==
New Londoners Banner
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File:Coal Mines.png
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da39a3ee5e6b4b0d3255bfef95601890afd80709
Guide:Contents
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List of Text Guides for {{GAMENAME}}. Everything from Beginner Guides to Specific Indepth Guides and special Mechanics.
All [[Guide:Videos|Video Guides]] are located on a separate page.
==Basic {{GAMENAME}} Guides==
List of the Basic {{PAGENAME}} Guides that will help New and Beginner players to learn the game and be effective at it.
{{Card
|tagline=|title=[[Ultimate Beginner Guide]]
|target=Ultimate Beginner Guide|content=Beginners Guide for {{GAMENAME}}. It will explain all the main things new players will need to progress comfortably, get the right start and don't let your city freeze to death.
}}
{{Card
|tagline=|title=[[Frostpunk 2 Achievements Guide|Frostpunk 2 Achievements Guide]]
|target=Frostpunk 2 Achievements Guide|content=Guide to Frostpunk 2 Achievements. Easiest way to get each achievement and Secret Achievements.
}}
{{SEO
|title={{GAMENAME}} Guides
|description={{GAMENAME}} Guides created by the Community. Everything from Beginners to the Boss Guides in one convenient place.
|keywords=Frostpunk 2, Frostpunk2, Frostpunk2 Guides, Frostpunk 2 Guides, Frostpunk II, FrostpunkII, Frostpunk II Guides, Guides
}}
{{DISPLAYTITLE:{{GAMENAME}} Text Guides}}
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Frostpunk 2 Achievements Guide
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Created page with "In this Guide you can find a full list of {{GAMENAME}} Achievements for Steam and other platforms and learn how to complete them. You can always check other Guide:Contents|..."
wikitext
text/x-wiki
In this Guide you can find a full list of {{GAMENAME}} Achievements for Steam and other platforms and learn how to complete them.
You can always check other [[Guide:Contents|Frostpunk 2 Guides]] for more information on the game.
==FP2 Achievements==
Some of those achievements will come naturally as you progress the game. But getting some of them require specific course of action and right strategy during the run.
{| class="wikitable"
|+ {{GAMENAME}} Steam Achievements
|-
! Achievement !! Description !! How to Get
|-
|| The end is just the beginning || Ensure the Wanderers' survival during the Whiteout || Successfully complete story Prologue
|-
|| No lesser evil || Ensure the Wanderers' survival while saving the seals and not expelling the elders || During story Prologue expand fast towards food sources, make sure to claim prefabs deposits when needed and do not harvest Seal food deposit and do not expel elders
|-
|| FrostCity || Have at least 5 different area effects applied to the district ||
|-
|| Urban Planner || Have 10 districts affected by hubs ||
|-
|| Sneak a Peek (Hidden) || See 10 different situations near a district hub (secret achievement) ||
|-
|| Revered Leader || Have "Devoted" standing with every community ||
|-
|| Pork Barrel || Fulfil at least 1 promise to 5 different communities and factions in one playthrough ||
|-
|| Likeable || Never have relations worse than Sceptical with any community or faction. ||
|-
|| Lawmaker || Sign at least 20 new laws in a single playthrough ||
|-
|| Unanimity || Have 100% of delegates vote in favour of any law ||
|-
|| Expansionist || Set up 3 colonies ||
|-
|| Isolationism || Finish the game without gathering any resources from the frostland or colonies ||
|}
{{DISPLAYTITLE:{{GAMENAME}} Achievements Guide}}
{{SEO
|title={{GAMENAME}} Achievements Guide
|description={{GAMENAME}} Achievements Guide, listing all the Achievements and how to get them
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2024-09-20T15:27:55Z
Stankosh
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wikitext
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In this Guide you can find a full list of {{GAMENAME}} Achievements for Steam and other platforms and learn how to complete them.
You can always check other [[Guide:Contents|Frostpunk 2 Guides]] for more information on the game.
==FP2 Achievements==
Some of those achievements will come naturally as you progress the game. But getting some of them require specific course of action and right strategy during the run.
{| class="wikitable"
|+ {{GAMENAME}} Steam Achievements
|-
! Achievement !! Description !! How to Get
|-
|| The end is just the beginning || Ensure the Wanderers' survival during the Whiteout || Successfully complete story Prologue
|-
|| No lesser evil || Ensure the Wanderers' survival while saving the seals and not expelling the elders || During story Prologue expand fast towards food sources, make sure to claim prefabs deposits when needed and do not harvest Seal food deposit and do not expel elders
|-
|| FrostCity || Have at least 5 different area effects applied to the district ||
|-
|| Urban Planner || Have 10 districts affected by hubs ||
|-
|| Revered Leader || Have "Devoted" standing with every community ||
|-
|| Likeable || Never have relations worse than Sceptical with any community or faction. ||
|-
|| Lawmaker || Sign at least 20 new laws in a single playthrough ||
|-
|| Unanimity || Have 100% of delegates vote in favour of any law ||
|-
|| Expansionist || Set up 3 colonies ||
|-
|| Isolationist || Finish the game without gathering any resources from the frostland or colonies ||
|-
|| Bonfire || Don’t let Civil War spread over five or more districts. ||
|-
|| Settler || Set up three colonies. ||
|-
|| Firm, But Civil || No deaths caused by Civil War during the whole game. ||
|-
|| Adapted to Weather || Have Disease Absent and Cold Absent for 20 weeks, when there is at least -100 Celsius degrees. ||
|-
|| We are not the same || Meet all factions in Utopia Builder mode. ||
|-
|| Ambitious || Complete all Ambitions in Utopia Builder mode. ||
|-
|| Another day in paradise || Complete a playthrough in Utopia Builder mode. ||
|-
|| Chancellor of the Exchequer || Have at least 50 income of {{twi|heatstamps}}. ||
|-
|| Visionary || Research 60 different ideas under 600 weeks. ||
|-
|| Quiet Backwater || Have no problems higher than Minor in a colony for 300 weeks. ||
|-
|| Primus inter pares || Never be in danger of losing your position due to low Trust or high Tension. ||
|-
|| Consistency || Never research a building or pass a law of the opposite affinity to the one you already have. ||
|-
|| I love democracy || Have no votes against Captain’s Authority policy. ||
|-
|| Checks and balances || Complete the Story without passing any Rule laws on at least Captain difficulty. ||
|-
|| To each according to his needs || Have at least 20K {{twi|heatstamps}} and over 200K {{twi|Goods}} stockpile. ||
|-
|| …and fill the earth || Reach over 50,000 population outside of your main city. ||
|-
|| Green Power || Fulfill at least 300 {{twi|Heat}} demand using Steam and have absent Squalor. ||
|-
|| Likeable || Never have relations worse than Sceptical with any community or faction. ||
|-
|| Idle hands are the devil’s playthings || Have at least 90 percent of the population be active workers in your city. ||
|-
|| Mixed signals || Have rallies and protests in the City at the same time. ||
|-
|| The Ambitions of New London || Complete the Story on any difficulty. ||
|-
|| The Temptations of New London || Complete the Story on at least Steward difficulty. ||
|-
|| The Demons of New London || Complete the Story on Captain difficulty. ||
|-
|| Not on my watch || Complete a playthrough without any avoidable deaths. ||
|-
|| Law and Order || Have Crime and Tension Absent in the City with at least 30K population. ||
|-
|| New Oxbridge || Double starting Research speed. ||
|-
|| Paradise City || Have all problems absent for 50 weeks in the City with at least 15K population. ||
|-
|| Urban Planner || Have 10 districts affected by hubs. ||
|-
|| Pork Barrel || Fulfill at least one promise to five different communities and factions in one playthrough. ||
|-
|| Can’t stop progress || Have Squalor Absent despite having at least 1,000 Material Demand. ||
|-
|| Revered Leader || Have “Devoted” relations with all communities and factions. ||
|-
|| People person || Have maximum trust. ||
|-
|| No-brainer || Have 100 percent of delegates vote in favour of any law. ||
|-
|| Anger management (Hidden) || Don’t let the Fervour of any faction reach maximum level in a playthrough. (Secret Achievement) ||
|-
|| Quiet Backwater (Hidden) || Have no problems higher than Minor in a colony for 300 weeks (Secret Achievement) ||
|-
|| Coredigger (Hidden) || Salvage all cores deposits in Winterhome before toxic gases engulf the city. (Secret Achievement)||
|-
|| There is no final design (Hidden) || Change a policy to another one, and then pass the previous one again. (Secret Achievement) ||
|-
|| Don’t starve (Hidden) || Have no hunger during whole duration of the Whiteout in New London. (Secret Achievement) ||
|-
|| Thank you for your feedback (Hidden) || Disregard community requests five times in one playthrough. (Secret Achievement) ||
|-
|| Moving out (Hidden) || Have the banished faction leave New London of their own accord. (Secret Achievement) ||
|-
|| Peacemaker (Hidden) || End the civil war through the Path of Reconciliation. (Secret Achievement) ||
|-
|| Plumber (Hidden) || Clog all gas sources before the rise of toxicity on at least Steward difficulty. (Secret Achievement) ||
|-
|| Power Overwhelming 2.0 (Hidden) || Have twice as much heat abundance as heat demand. (Secret Achievement) ||
|-
|| Sneak a Peek (Hidden) || See 10 different situations near a district hub. (Secret Achievement) ||
|-
|| Steward Little (Hidden) || Have negative relations with all communities and factions. (Secret Achievement) ||
|-
|| Bring it on! (Hidden) || Finish Defeat the Frost or embrace the Frost before the whiteout. (Secret Achievement) ||
|}
{{DISPLAYTITLE:{{GAMENAME}} Achievements Guide}}
{{SEO
|title={{GAMENAME}} Achievements Guide
|description={{GAMENAME}} Achievements Guide, listing all the Achievements and how to get them
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Lore
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Frostpunk is set in an alternate version of 1886. While the exact point of divergence from our timeline remains uncertain, the technology, prominent figures, and events hinted at through the game's lore suggest that the split could have occurred as early as 1822.
Frostpunk 2 takes place 30 years after original game.
==Frostpunk 1==
In the summer of 1886 the snowstorms began. Crops failed, people starved. Millions fled south. They met only destruction, famine, and death.
In the farthest reaches of resource-rich north, the British Empire began construction of massive heat-radiating Generators, These grand engines would allow a chosen few to survive the frigid global winter, safe from the chaos of crumbling civilization.
They ran out of time.
An apocalyptic ice storm came from the south, devouring all in its path. People fled in panic. Some managed to cross the seas and reach the site of a Generator, only to find it frozen solid.
The Generator was designed to power a City capable of weathering the end of the world...
It falls to us to build it.
More Frostpunk 1 Lore will be added later
==Frostpunk 2==
As the city's [[steward]], you wield authority over the citizens and their welfare. Leadership, however, does not ensure your protection, as the specter of anarchy and insurrection looms, ever ready to upset the fragile equilibrium maintained by your meticulous oversight.
Multiple [[community|communities]] and [[faction]]s are present. The Steward must navigate [[law]]s and [[idea]]s to find the way through for the growing city-state.
1abe8de7d8878a362e8193a1fdb67e8da845713a
Coal Mines
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383
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{{#set: icon=File:Coal.png}}
[[File:{{PAGENAME}}.png|thumb|Coal Mines in the Idea Tree]]
{{quote|How we can we mine more coal?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Extraction District}} Coal Mine Building that boosts {{twi|Coal}} production.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Name=Shaft Coal Mine
|Zeitgeist=
|Idea Required=
|Idea Unlocks=
|Idea Unlocks2=
|Idea Cost=50
|Research Duration=8
|Building=Shaft Coal Mine
}}
Neutral variant of {{PAGENAME}} Idea Research unlocks {{twi|Shaft Coal Mine}} Building. As a basic neutral building it produces {{Twi|Coal}} and demand {{twi|Materials}} without any additional modifiers and at an average ratio.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Lords}}
*{{twi|Thinkers}}
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Dust Coal Mine
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=
|Idea Unlocks2=
|Idea Cost=50
|Research Duration=8
|Building=Dust Coal Mine
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Dust Coal Mine}} Building. It produces less {{Twi|Coal}} than Progress Variant but demands less {{twi|Materials}}. It also slightly increases {{twi|Disease}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Grinding Coal Mine
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=
|Idea Unlocks2=
|Idea Cost=50
|Research Duration=8
|Building=Grinding Coal Mine
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Grinding Coal Mine}} Building. It produces more {{Twi|Coal}} than Adaptation Variant, but demands more {{twi|Materials}}. It also increases {{twi|Squalor}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
e0b3cd2e3fa3b6258ee576d1576ea249f20d8a9f
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wikitext
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{{#set: icon=File:Coal.png}}
[[File:{{PAGENAME}}.png|thumb|Coal Mines in the Idea Tree]]
{{quote|How we can we mine more coal?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Extraction District}} Coal Mine Building that boosts {{twi|Coal}} production.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Name=Shaft Coal Mine
|Zeitgeist=
|Idea Required=
|Idea Unlocks=
|Idea Unlocks2=
|Idea Cost=50
|Research Duration=8
|Building=Shaft Coal Mine
}}
Neutral variant of {{PAGENAME}} Idea Research unlocks {{twi|Shaft Coal Mine}} Building. As a basic neutral building it produces {{Twi|Coal}} and demand {{twi|Materials}} without any additional modifiers and at an average ratio.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Lords}}
*{{twi|Thinkers}}
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Dust Coal Mine
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=
|Idea Unlocks2=
|Idea Cost=50
|Research Duration=8
|Building=Dust Coal Mine
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Dust Coal Mine}} Building. It produces less {{Twi|Coal}} than Progress Variant but demands less {{twi|Materials}}. It also slightly increases {{twi|Disease}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Grinding Coal Mine
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=
|Idea Unlocks2=
|Idea Cost=50
|Research Duration=8
|Building=Grinding Coal Mine
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Grinding Coal Mine}} Building. It produces more {{Twi|Coal}} than Adaptation Variant, but demands more {{twi|Materials}}. It also increases {{twi|Squalor}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
c842d9807de0a08630d1e3492855edbac2fb383c
Idea Tree
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{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are three sections to the Idea Tree in Frostpunk 2: Survival, Economy, and Society. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). These can produce [[building]]s or [[council]] laws as results.
Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research and supporting one faction's proposal will shift the Zeitgeist towards their ideology. All options can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law. Research takes a variable amount of time and can be sped up by constructing additional {{twi|Research Institute|Research Institutes}} and {{twi|Teaching Hospital|Teaching Hospitals}} or passing certain laws, such as [[Mandatory Schools]].
When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Heating==
Heating Research focus on unlocking {{twi|Heat}} related Ideas. They will help to lower the Heat consumption, increase Heat production or improve your {{twi|Generator}}.
*Generator Upgrade 1
*{{twi|Housing Insulation}}
*{{twi|Coal Mines}}
==Resources==
Resources Research are focused on production of various {{twi|Resources}} in the City.
*Worker Shifts
*Hothouses
*Filtration Towers
*Factories
*Sawmills
==Frostland==
Resources Research are all about {{twi|Frostland}} exploration and improving its effectiveness. Additional buildings for the {{twi|Logistics District}}, Trails and Laws that will allow expeditions to be more effective.
*Logistic Bays
*Harvester Hangars
*Skyways
*Scouts' Headquarters
==City==
City Research focuses on City maintenance and {{twi|Housing District}} effectiveness.
*Work Compensation
*Maintenance Duty
*Housing Block
*Famine Prevention
==Society==
Society Research focuses on Population wellbeing and growth, healthcare and crime prevention.
*Wathctowers
*Youth
*Hospitals
==Hubs==
Hubs Research tree provides access to the variety of additional support hub buildings.
*Rail Hub
*Communication Hub
*Surveillance Hub
*Emergency Medical Hub
*Air Transport Hub
*Maintenance Hub
*Fighting Hub
==Beta Research Trees==
During the beta there were only 3 research trees and they were completely repurporsed for the game release.
===Survival===
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmills}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mines}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractors
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
===Economy===
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
===Society===
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Crime Elimination
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|Relationships}}
***Procreation
7cdc3b97450e01d3a4fb740a0d6bff7be5d24900
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{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are six sections to the Idea Tree in Frostpunk 2: Heating, Resources, Frostland, City, Society and the Hubs. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). These can produce [[building]]s or [[council]] laws as results.
Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research and supporting one faction's proposal will shift the Zeitgeist towards their ideology. All options can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law. Research takes a variable amount of time and can be sped up by constructing additional {{twi|Research Institute|Research Institutes}} and {{twi|Teaching Hospital|Teaching Hospitals}} or passing certain laws, such as [[Mandatory Schools]]. Basic research time depends on the game difficulty. For example tier 1 research takes up 8/12/13/17 weeks for Citizen/Officer/Steward/Captain Difficulty with one Research Institute.
When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Heating==
Heating Research focus on unlocking {{twi|Heat}} related Ideas. They will help to lower the Heat consumption, increase Heat production or improve your {{twi|Generator}}.
*Generator Upgrade 1
*{{twi|Housing Insulation}}
*{{twi|Coal Mines}}
==Resources==
Resources Research are focused on production of various {{twi|Resources}} in the City.
*Worker Shifts
*Hothouses
*Filtration Towers
*Factories
*Sawmills
==Frostland==
Resources Research are all about {{twi|Frostland}} exploration and improving its effectiveness. Additional buildings for the {{twi|Logistics District}}, Trails and Laws that will allow expeditions to be more effective.
*Logistic Bays
*Harvester Hangars
*Skyways
*Scouts' Headquarters
==City==
City Research focuses on City maintenance and {{twi|Housing District}} effectiveness.
*Work Compensation
*Maintenance Duty
*Housing Block
*Famine Prevention
==Society==
Society Research focuses on Population wellbeing and growth, healthcare and crime prevention.
*Wathctowers
*Youth
*Hospitals
==Hubs==
Hubs Research tree provides access to the variety of additional support hub buildings.
*Rail Hub
*Communication Hub
*Surveillance Hub
*Emergency Medical Hub
*Air Transport Hub
*Maintenance Hub
*Fighting Hub
==Beta Research Trees==
During the beta there were only 3 research trees and they were completely repurporsed for the game release.
===Survival===
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmills}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mines}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractors
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
===Economy===
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
===Society===
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Crime Elimination
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|Relationships}}
***Procreation
6e0d67e8c2b8c91e253cfc274fe57c166c782351
1221
1220
2024-09-20T16:27:06Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are six sections to the Idea Tree in Frostpunk 2: Heating, Resources, Frostland, City, Society and the Hubs. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). These can produce [[building]]s or [[council]] laws as results.
Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research and supporting one faction's proposal will shift the Zeitgeist towards their ideology. All options can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law.
When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Research Time==
Based on the difficulty set in the game base research time for the ideas will differ drastically.
Research takes a variable amount of time and can be sped up by constructing additional {{twi|Research Institute|Research Institutes}} and {{twi|Teaching Hospital|Teaching Hospitals}} or passing certain laws, such as [[Mandatory Schools]]. Basic research time depends on the game difficulty. For example tier 1 research takes up 8/12/13/17 weeks for Citizen/Officer/Steward/Captain Difficulty with one Research Institute.
{| class="wikitable"
|+ Base research time for each difficulty
|-
! Research Tier !! Heatstamps !! Citizen !! Officer !! Steward !! Captain
|-
| 1 || 50 || 8 || 12 || 13 || 17
|-
| 2 || 100 || 13 || || ||
|-
| 3 || || || || ||
|}
==Heating==
Heating Research focus on unlocking {{twi|Heat}} related Ideas. They will help to lower the Heat consumption, increase Heat production or improve your {{twi|Generator}}.
*Generator Upgrade 1
*{{twi|Housing Insulation}}
*{{twi|Coal Mines}}
==Resources==
Resources Research are focused on production of various {{twi|Resources}} in the City.
*Worker Shifts
*Hothouses
*Filtration Towers
*Factories
*Sawmills
==Frostland==
Resources Research are all about {{twi|Frostland}} exploration and improving its effectiveness. Additional buildings for the {{twi|Logistics District}}, Trails and Laws that will allow expeditions to be more effective.
*Logistic Bays
*Harvester Hangars
*Skyways
*Scouts' Headquarters
==City==
City Research focuses on City maintenance and {{twi|Housing District}} effectiveness.
*Work Compensation
*Maintenance Duty
*Housing Block
*Famine Prevention
==Society==
Society Research focuses on Population wellbeing and growth, healthcare and crime prevention.
*Wathctowers
*Youth
*Hospitals
==Hubs==
Hubs Research tree provides access to the variety of additional support hub buildings.
*Rail Hub
*Communication Hub
*Surveillance Hub
*Emergency Medical Hub
*Air Transport Hub
*Maintenance Hub
*Fighting Hub
==Beta Research Trees==
During the beta there were only 3 research trees and they were completely repurporsed for the game release.
===Survival===
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmills}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mines}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractors
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
===Economy===
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
===Society===
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Crime Elimination
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|Relationships}}
***Procreation
7c365c53d59abbd779b7b2b9de49264fdf5edaeb
1222
1221
2024-09-20T16:30:04Z
Stankosh
7
/* Research Time */
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are six sections to the Idea Tree in Frostpunk 2: Heating, Resources, Frostland, City, Society and the Hubs. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). These can produce [[building]]s or [[council]] laws as results.
Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research and supporting one faction's proposal will shift the Zeitgeist towards their ideology. All options can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law.
When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Research Time==
Based on the difficulty set in the game base research time for the ideas will differ drastically.
Research takes a variable amount of time and can be sped up by constructing additional {{twi|Research Institute|Research Institutes}} and {{twi|Teaching Hospital|Teaching Hospitals}} or passing certain laws, such as [[Mandatory Schools]]. Basic research time depends on the game difficulty. For example tier 1 research takes up 8/12/13/17 weeks for Citizen/Officer/Steward/Captain Difficulty with one Research Institute.
{| class="wikitable"
|+ Base research time for each difficulty
|-
! Research Tier !! Heatstamps !! Citizen !! Officer !! Steward !! Captain
|-
| 1 || 50 || 8 || 12 || 13 || 17
|-
| 2 || 100 || 13 || || ||
|-
| 3 || 200 || 20 || || ||
|}
==Heating==
Heating Research focus on unlocking {{twi|Heat}} related Ideas. They will help to lower the Heat consumption, increase Heat production or improve your {{twi|Generator}}.
*Generator Upgrade 1
*{{twi|Housing Insulation}}
*{{twi|Coal Mines}}
==Resources==
Resources Research are focused on production of various {{twi|Resources}} in the City.
*Worker Shifts
*Hothouses
*Filtration Towers
*Factories
*Sawmills
==Frostland==
Resources Research are all about {{twi|Frostland}} exploration and improving its effectiveness. Additional buildings for the {{twi|Logistics District}}, Trails and Laws that will allow expeditions to be more effective.
*Logistic Bays
*Harvester Hangars
*Skyways
*Scouts' Headquarters
==City==
City Research focuses on City maintenance and {{twi|Housing District}} effectiveness.
*Work Compensation
*Maintenance Duty
*Housing Block
*Famine Prevention
==Society==
Society Research focuses on Population wellbeing and growth, healthcare and crime prevention.
*Wathctowers
*Youth
*Hospitals
==Hubs==
Hubs Research tree provides access to the variety of additional support hub buildings.
*Rail Hub
*Communication Hub
*Surveillance Hub
*Emergency Medical Hub
*Air Transport Hub
*Maintenance Hub
*Fighting Hub
==Beta Research Trees==
During the beta there were only 3 research trees and they were completely repurporsed for the game release.
===Survival===
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmills}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mines}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractors
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
===Economy===
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
===Society===
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Crime Elimination
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|Relationships}}
***Procreation
7789234019ab11328054f3282d1a810275fbe3f3
1223
1222
2024-09-20T16:36:58Z
Stankosh
7
/* Research Time */
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are six sections to the Idea Tree in Frostpunk 2: Heating, Resources, Frostland, City, Society and the Hubs. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). These can produce [[building]]s or [[council]] laws as results.
Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research and supporting one faction's proposal will shift the Zeitgeist towards their ideology. All options can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law.
When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Research Time==
Based on the difficulty set in the game base research time for the ideas will differ drastically.
Research takes a variable amount of time and can be sped up by constructing additional {{twi|Research Institute|Research Institutes}} and {{twi|Teaching Hospital|Teaching Hospitals}} or passing certain laws, such as [[Mandatory Schools]]. Basic research time depends on the game difficulty. For example tier 1 research takes up 8/12/13/17 weeks for Citizen/Officer/Steward/Captain Difficulty with one Research Institute.
{| class="wikitable"
|+ Base research time for each difficulty
|-
! Research Tier !! Heatstamps !! Citizen !! Officer !! Steward !! Captain
|-
| 1 || 50 || 10 || 12 || 13 || 17
|-
| 2 || 100 || 18 || || ||
|-
| 3 || 200 || 27 || || ||
|}
==Heating==
Heating Research focus on unlocking {{twi|Heat}} related Ideas. They will help to lower the Heat consumption, increase Heat production or improve your {{twi|Generator}}.
*Generator Upgrade 1
*{{twi|Housing Insulation}}
*{{twi|Coal Mines}}
==Resources==
Resources Research are focused on production of various {{twi|Resources}} in the City.
*Worker Shifts
*Hothouses
*Filtration Towers
*Factories
*Sawmills
==Frostland==
Resources Research are all about {{twi|Frostland}} exploration and improving its effectiveness. Additional buildings for the {{twi|Logistics District}}, Trails and Laws that will allow expeditions to be more effective.
*Logistic Bays
*Harvester Hangars
*Skyways
*Scouts' Headquarters
==City==
City Research focuses on City maintenance and {{twi|Housing District}} effectiveness.
*Work Compensation
*Maintenance Duty
*Housing Block
*Famine Prevention
==Society==
Society Research focuses on Population wellbeing and growth, healthcare and crime prevention.
*Wathctowers
*Youth
*Hospitals
==Hubs==
Hubs Research tree provides access to the variety of additional support hub buildings.
*Rail Hub
*Communication Hub
*Surveillance Hub
*Emergency Medical Hub
*Air Transport Hub
*Maintenance Hub
*Fighting Hub
==Beta Research Trees==
During the beta there were only 3 research trees and they were completely repurporsed for the game release.
===Survival===
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmills}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mines}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractors
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
===Economy===
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
===Society===
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Crime Elimination
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|Relationships}}
***Procreation
16ac202501ca3e346b953dcfd059f08b600c4b45
Housing Insulation
0
473
1217
1170
2024-09-20T16:06:09Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Heat.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we make housing districts more heat-efficient?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It provides City upgrade for the Housing districts lowering their Base {{twi|Heat}} demand.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Name=Asbestos Lining
|Zeitgeist=
|Idea Required=Housing Block
|Idea Unlocks=
|Idea Cost=100
|Research Duration=24
|Upgrade=Asbestos Lining
}}
{{quote|To take advantage of the natural properties of its fibres, dwellings will be upgraded with asbestos-laden material to prevent heat leaks and promote energy conservation.}}
Neutral variant of {{PAGENAME}} Idea Research unlocks Asbestos lining upgrade. It decrease Base {{twi|Heat}} demand of {{twi|Housing District|Housing Districts}} in the City.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Machinists}}
*{{twi|Icebloods}}
*{{twi|Technocrats}}
<br clear="all">
Asbestos Lining upgrade becomes very useful as the City grows and more {{twi|Housing District}}s are being built, but will cause some events in the future.
f8a1559bad269f2b70d6634e17e8abf2f6025a77
Template:Idea
10
320
1219
1172
2024-09-20T16:10:43Z
Stankosh
7
wikitext
text/x-wiki
{| class="infobox" style="width: 350px; font-size: 90%; float: right; margin-left: 20px; margin-bottom: 10px;"
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | [[{{PAGENAME}}|{{{Name|{{PAGENAME}}}}}]]
|-
! colspan="2" | [[File:{{{Image|{{PAGENAME}}.png}}}|center|350px]]
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Idea info
|-
{{#if: {{{Zeitgeist|}}}||{{!}}-}} | width="30%" | [[Zeitgeist]] || [[{{#show:{{{Zeitgeist}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Zeitgeist}}}|24px|class=mr-35]] [[{{{Zeitgeist|N/A}}}]]
|-
{{#if: {{{Idea Required|}}}||{{!}}-}} | width="30%" | Idea Required || [[{{#show:{{{Idea Required}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Required}}}|24px|class=mr-35]] [[{{{Idea Required|N/A}}}]]
|-
{{#if: {{{Idea Unlocks|}}}||{{!}}-}} | Idea Unlocks || [[{{#show:{{{Idea Unlocks}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks}}}|24px|class=mr-35]] [[{{{Idea Unlocks|N/A}}}]]
|-
{{#if: {{{Idea Unlocks2|}}}||{{!}}-}} | || [[{{#show:{{{Idea Unlocks2}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks2}}}|24px|class=mr-35]] [[{{{Idea Unlocks2|N/A}}}]]
|-
{{#if: {{{Idea Unlocks3|}}}||{{!}}-}} | || [[{{#show:{{{Idea Unlocks3}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Idea Unlocks3}}}|24px|class=mr-35]] [[{{{Idea Unlocks3|N/A}}}]]
|-
{{#if: {{{Idea Cost|}}}||{{!}}-}} | Idea Cost || {{{Idea Cost|N/A}}} [[{{#show:Heatstamps|?icon|link=none|default=File:NoIcon.png}}|link=Heatstamps|24px|class=mr-35]] [[Heatstamps]]
|-
{{#if: {{{Research Duration|}}}||{{!}}-}} | Research Base Duration || {{{Research Duration|N/A}}}
|-
! colspan="2" style="background-color: #303030; color: #FFFFFF;" | Idea unlocks
|-
{{#if: {{{Building|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Building}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Building}}}|24px|class=mr-35]] [[{{{Building|N/A}}}]]
|-
{{#if: {{{Law|}}}||{{!}}-}} | colspan="2" | [[{{#show:{{{Law}}}|?icon|link=none|default=File:NoIcon.png}}|link={{{Law}}}|24px|class=mr-35]] [[{{{Law|N/A}}}]]
|-
{{#if: {{{Upgrade|}}}||{{!}}-}} | colspan="2" | {{{Upgrade|N/A}}}
|}
5300d3e755545359c649259af4a339993590d11f
Idea Tree
0
188
1224
1223
2024-09-20T18:08:30Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are six sections to the Idea Tree in Frostpunk 2: Heating, Resources, Frostland, City, Society and the Hubs. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). These can produce [[building]]s or [[council]] laws as results.
Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research and supporting one faction's proposal will shift the Zeitgeist towards their ideology. All options can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law.
When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Research Time==
Based on the difficulty set in the game base research time for the ideas will differ drastically.
Research takes a variable amount of time and can be sped up by constructing additional {{twi|Research Institute|Research Institutes}} and {{twi|Teaching Hospital|Teaching Hospitals}} or passing certain laws, such as [[Mandatory Schools]]. Basic research time depends on the game difficulty. For example tier 1 research takes up 8/12/13/17 weeks for Citizen/Officer/Steward/Captain Difficulty with one Research Institute.
{| class="wikitable"
|+ Base research time for each difficulty
|-
! Research Tier !! Heatstamps !! Citizen !! Officer !! Steward !! Captain
|-
| 1 || 50 || 10 || 12 || 13 || 17
|-
| 2 || 100 || 18 || || ||
|-
| 3 || 200 || 27 || || ||
|}
==Heating==
Heating Research focus on unlocking {{twi|Heat}} related Ideas. They will help to lower the Heat consumption, increase Heat production or improve your {{twi|Generator}}.
*Generator Upgrade 1
*{{twi|Housing Insulation}}
**Heat Dispatcher
**Food Energy Efficiency
*{{twi|Coal Mines}}
**Geothermal Plants
***Advanced Geothermal Plants
**Pumpjacks
***Advanced Pumpjacks
**{{twi|Advanced Coal Mines}}
==Resources==
Resources Research are focused on production of various {{twi|Resources}} in the City.
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*Filtration Towers
*Factories
**Goods Factories
**Prefabs Factories
**Composites Factories
*{{twi|Sawmills}}
**Advanced Sawmills
**{{twi|Charcoal Plants}}
**Foundries
==Frostland==
Resources Research are all about {{twi|Frostland}} exploration and improving its effectiveness. Additional buildings for the {{twi|Logistics District}}, Trails and Laws that will allow expeditions to be more effective.
*{{twi|Logistics Bays}}
*Harvester Hangars
*Skyways
*Scouts' Headquarters
==City==
City Research focuses on City maintenance and {{twi|Housing District}} effectiveness.
*{{twi|Work Compensation}}
**Leisure
**Labour Organisation
**Alcohol
***Drugs Manufactory
*Maintenance Duty
*{{twi|Housing Block}}
*Famine Prevention
==Society==
Society Research focuses on Population wellbeing and growth, healthcare and crime prevention.
*Wathctowers
*Youth
**Parenthood
*Hospitals
==Hubs==
Hubs Research tree provides access to the variety of additional support hub buildings.
*Rail Hub
*Communication Hub
*Surveillance Hub
*Emergency Medical Hub
*Air Transport Hub
*Maintenance Hub
*Fighting Hub
==Beta Research Trees==
During the beta there were only 3 research trees and they were completely repurporsed for the game release.
===Survival===
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmills}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mines}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractors
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
===Economy===
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
===Society===
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Crime Elimination
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|Relationships}}
***Procreation
b580b661ac518a9766224709e84c9d4884c817c7
1231
1224
2024-09-21T15:06:47Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are six sections to the Idea Tree in Frostpunk 2: Heating, Resources, Frostland, City, Society and the Hubs. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). These can produce [[building]]s or [[council]] laws as results.
Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research and supporting one faction's proposal will shift the Zeitgeist towards their ideology. All options can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law.
When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Research Time==
Based on the difficulty set in the game base research time for the ideas will differ drastically.
Research takes a variable amount of time and can be sped up by constructing additional {{twi|Research Institute|Research Institutes}} and {{twi|Teaching Hospital|Teaching Hospitals}} or passing certain laws, such as [[Mandatory Schools]]. Basic research time depends on the game difficulty. For example tier 1 research takes up 8/12/13/17 weeks for Citizen/Officer/Steward/Captain Difficulty with one Research Institute.
{| class="wikitable"
|+ Base research time for each difficulty
|-
! Research Tier !! Heatstamps !! Citizen !! Officer !! Steward !! Captain
|-
| 1 || 50 || 10 || 12 || 13 || 17
|-
| 2 || 100 || 18 || || ||
|-
| 3 || 200 || 27 || || ||
|}
==Heating==
Heating Research focus on unlocking {{twi|Heat}} related Ideas. They will help to lower the Heat consumption, increase Heat production or improve your {{twi|Generator}}.
*Generator Upgrade 1
*{{twi|Housing Insulation}}
**Heat Dispatcher
**Food Energy Efficiency
*{{twi|Coal Mines}}
**Geothermal Plants
***Advanced Geothermal Plants
**Pumpjacks
***Advanced Pumpjacks
**{{twi|Advanced Coal Mines}}
==Resources==
Resources Research are focused on production of various {{twi|Resources}} in the City.
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***New Work Model
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*Filtration Towers
*Factories
**Goods Factories
**Prefabs Factories
**Composites Factories
*{{twi|Sawmills}}
**Advanced Sawmills
**{{twi|Charcoal Plants}}
**Foundries
==Frostland==
Resources Research are all about {{twi|Frostland}} exploration and improving its effectiveness. Additional buildings for the {{twi|Logistics District}}, Trails and Laws that will allow expeditions to be more effective.
*{{twi|Logistics Bays}}
*Harvester Hangars
*Skyways
*Scouts' Headquarters
==City==
City Research focuses on City maintenance and {{twi|Housing District}} effectiveness.
*{{twi|Work Compensation}}
**Leisure
**Labour Organisation
**Alcohol
***Drugs Manufactory
*Maintenance Duty
*{{twi|Housing Block}}
*Famine Prevention
==Society==
Society Research focuses on Population wellbeing and growth, healthcare and crime prevention.
*Wathctowers
*Youth
**Parenthood
*Hospitals
==Hubs==
Hubs Research tree provides access to the variety of additional support hub buildings.
*Rail Hub
*Communication Hub
*Surveillance Hub
*Emergency Medical Hub
*Air Transport Hub
*Maintenance Hub
*Fighting Hub
==Beta Research Trees==
During the beta there were only 3 research trees and they were completely repurporsed for the game release.
===Survival===
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmills}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mines}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractors
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
===Economy===
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
===Society===
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Crime Elimination
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|Relationships}}
***Procreation
119b9ad2960178b89cab91db18928fb41a85e1f0
1271
1231
2024-09-22T14:21:23Z
Frostgangster
24
Changed format in Resources, added some information - request changing format of whole page to this (it carries more information)
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are six sections to the Idea Tree in Frostpunk 2: Heating, Resources, Frostland, City, Society and the Hubs. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). These can produce [[building]]s or [[council]] laws as results.
Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research and supporting one faction's proposal will shift the Zeitgeist towards their ideology. All options can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law.
When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Research Time==
Based on the difficulty set in the game base research time for the ideas will differ drastically.
Research takes a variable amount of time and can be sped up by constructing additional {{twi|Research Institute|Research Institutes}} and {{twi|Teaching Hospital|Teaching Hospitals}} or passing certain laws, such as [[Mandatory Schools]]. Basic research time depends on the game difficulty. For example tier 1 research takes up 8/12/13/17 weeks for Citizen/Officer/Steward/Captain Difficulty with one Research Institute.
{| class="wikitable"
|+ Base research time for each difficulty
|-
! Research Tier !! Heatstamps !! Citizen !! Officer !! Steward !! Captain
|-
| 1 || 50 || 10 || 12 || 13 || 17
|-
| 2 || 100 || 18 || || ||
|-
| 3 || 200 || 27 || || ||
|}
==Heating==
Heating Research focus on unlocking {{twi|Heat}} related Ideas. They will help to lower the Heat consumption, increase Heat production or improve your {{twi|Generator}}.
*Generator Upgrade 1
*{{twi|Housing Insulation}}
**Heat Dispatcher
**Food Energy Efficiency
*{{twi|Coal Mines}}
**Geothermal Plants
***Advanced Geothermal Plants
**Pumpjacks
***Advanced Pumpjacks
**{{twi|Advanced Coal Mines}}
==Resources==
Resources Research are focused on production of various {{twi|Resources}} in the City, and the use of [[Workforce]].
*{{twi|Worker Shifts}}
** Worker Shifts
***Weather Adjusted Shifts - [[Adaptation]]
***Machine Centric Shifts - [[Progress]]
** [[Waste Heat Conversion|Waste Heat Conversion:]]
***Heat Recycling - [[Adaptation]]
***Heat Overclocking - [[Progress]]
** New Work Model '''''(Radical)'''''
***Machine Attendants - [[Progress]]
**Automated Workforce '''''(Radical)'''''
***Automated Workforce Factory - [[Progress]]
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*Filtration Towers
**Moss Filtration Tower - [[Adaptation]]
**Ventilation Tower - [[Progress]]
*Factories
**Goods Factories
**Prefabs Factories
**Composites Factories
*{{twi|Sawmills}}
**Advanced Sawmills
**{{twi|Charcoal Plants}}
**Foundries
==Frostland==
Resources Research are all about {{twi|Frostland}} exploration and improving its effectiveness. Additional buildings for the {{twi|Logistics District}}, Trails and Laws that will allow expeditions to be more effective.
*{{twi|Logistics Bays}}
*Harvester Hangars
*Skyways
*Scouts' Headquarters
==City==
City Research focuses on City maintenance and {{twi|Housing District}} effectiveness.
*{{twi|Work Compensation}}
**Leisure
**Labour Organisation
**Alcohol
***Drugs Manufactory
*Maintenance Duty
*{{twi|Housing Block}}
*Famine Prevention
==Society==
Society Research focuses on Population wellbeing and growth, healthcare and crime prevention.
*Wathctowers
*Youth
**Parenthood
*Hospitals
==Hubs==
Hubs Research tree provides access to the variety of additional support hub buildings.
*Rail Hub
*Communication Hub
*Surveillance Hub
*Emergency Medical Hub
*Air Transport Hub
*Maintenance Hub
*Fighting Hub
==Beta Research Trees==
During the beta there were only 3 research trees and they were completely repurporsed for the game release.
===Survival===
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmills}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mines}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractors
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
===Economy===
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
===Society===
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Crime Elimination
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|Relationships}}
***Procreation
32a5f8f77238fbb3fcd70f0f265918cf2462c45d
User talk:Poplove
3
498
1225
2024-09-20T18:53:55Z
Frostpunk 2 Wiki and Guides
9
Adding [[Template:Welcome|welcome message]] to new user's talk page
wikitext
text/x-wiki
{{Template:Welcome|realName=x x|name=Poplove}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 18:53, 20 September 2024 (UTC)
438d8b4139d7b3f6137412b3d2de1f21dd372eb4
User talk:Mazirekt
3
499
1226
2024-09-20T20:01:46Z
Frostpunk 2 Wiki and Guides
9
Adding [[Template:Welcome|welcome message]] to new user's talk page
wikitext
text/x-wiki
{{Template:Welcome|realName=x x|name=Mazirekt}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 20:01, 20 September 2024 (UTC)
00d9ba8de436eeeca25068705e25da158a1b37b4
Faction
0
129
1227
1210
2024-09-21T14:20:43Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Foragers==
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "They believe adaptation is key, and growing reliant on technological gimmicks invites disaster."
<br clear="all">
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists. To paraphrase their manifesto (not a direct quote): "Embrace Adaptation, reward Merit, honour Tradition."
<br clear="all">
==Machinists==
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "To them, technological progress is the only way to ensure survival."
<br clear="all">
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
<br clear="all">
==Communities==
===Merchants===
[[File:Merchants.png|thumb]]
:"Opportunity rewards those with merit."
They strongly prefer the {{twi|Merit}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
===Wanderers===
[[File:Wanderers.png|thumb]]
Wanderers first appear in Prologue story mode and currently not available in the Utopia game mode.
<br clear="all">
===New Londoners===
[[File:New Londoners.png|thumb]]
:"Through technological progress, New London will thrive."
They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
You can encounter them in New London story scenario. They resemble same ideology ideas as Machinists from the Utopia freeplay communities.
<br clear="all">
===Thinkers===
[[File:Thinkers.png|thumb]]
:"Reason requires us to change with the times."
They strongly prefer the {{twi|Reason}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Lords===
[[File:Lords.png|thumb]]
:"Tradition is the bedrock of society."
They strongly prefer the {{twi|Tradition}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Slaves===
[[File:Slaves.png|thumb]]
<br clear="all">
===Labourers===
[[File:Labourers.png|thumb]]
:"Every worker should benefit equally."
They strongly prefer the {{twi|Equality}} ideology in the Economical [[Zeitgeist]].
<br clear="all">
==Factions==
===Proteans===
[[File:Evolvers.png|thumb]]
Striving towards merit-driven evolution, these rationalists attract those most dedicated to adaptation - even if it requires sacrificing life and limb.
Proteans support the Survival {{twi|Adaptation}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Overseers===
[[File:Overseers.png|thumb]]
Overseers support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Stalwarts===
[[File:Stalwarts.png|thumb]]
"Progress for the glory of New London. Merit forges the Strongest. Reason for order, order for control"
They strongly prefer the {{twi|Progress}}, {{twi|Merit}} and {{twi|Reason}} [[Zeitgeist|ideologies]].
<br clear="all">
===Legionnaires===
[[File:Legionnaires.png|thumb]]
These disciplined equals treat themselves as the front line in the war against the Great Frost; valuing cohesion and tradition, they enlist from the City's most steadfast.
Legionnaires support the Survival {{twi|Progress}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Bohemians===
[[File:Bohemians.png|thumb]]
Overseers support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Venturers===
[[File:Venturers.png|thumb]]
<br clear="all">
===Pilgrims===
[[File:Pilgrims.png|thumb]]
<br clear="all">
===Faithkeepers===
[[File:Faithkeepers.png|thumb]]
<br clear="all">
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
acc6d5074b3c9d5ed4f1d05aaa3cc502324e42a3
1269
1227
2024-09-21T17:22:11Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Communities==
===Foragers===
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "They believe adaptation is key, and growing reliant on technological gimmicks invites disaster."
<br clear="all">
===Machinists===
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "To them, technological progress is the only way to ensure survival."
<br clear="all">
===Merchants===
[[File:Merchants.png|thumb]]
:"Opportunity rewards those with merit."
They strongly prefer the {{twi|Merit}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
===Wanderers===
[[File:Wanderers.png|thumb]]
Wanderers first appear in Prologue story mode and currently not available in the Utopia game mode.
<br clear="all">
===New Londoners===
[[File:New Londoners.png|thumb]]
:"Through technological progress, New London will thrive."
They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
You can encounter them in New London story scenario. They resemble same ideology ideas as Machinists from the Utopia freeplay communities.
<br clear="all">
===Thinkers===
[[File:Thinkers.png|thumb]]
:"Reason requires us to change with the times."
They strongly prefer the {{twi|Reason}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Lords===
[[File:Lords.png|thumb]]
:"Tradition is the bedrock of society."
They strongly prefer the {{twi|Tradition}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Slaves===
[[File:Slaves.png|thumb]]
<br clear="all">
===Labourers===
[[File:Labourers.png|thumb]]
:"Every worker should benefit equally."
They strongly prefer the {{twi|Equality}} ideology in the Economical [[Zeitgeist]].
<br clear="all">
==Factions==
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists. To paraphrase their manifesto (not a direct quote): "Embrace Adaptation, reward Merit, honour Tradition."
<br clear="all">
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
<br clear="all">
===Proteans===
[[File:Evolvers.png|thumb]]
Striving towards merit-driven evolution, these rationalists attract those most dedicated to adaptation - even if it requires sacrificing life and limb.
Proteans support the Survival {{twi|Adaptation}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Overseers===
[[File:Overseers.png|thumb]]
Overseers support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Stalwarts===
[[File:Stalwarts.png|thumb]]
"Progress for the glory of New London. Merit forges the Strongest. Reason for order, order for control"
They strongly prefer the {{twi|Progress}}, {{twi|Merit}} and {{twi|Reason}} [[Zeitgeist|ideologies]].
<br clear="all">
===Legionnaires===
[[File:Legionnaires.png|thumb]]
These disciplined equals treat themselves as the front line in the war against the Great Frost; valuing cohesion and tradition, they enlist from the City's most steadfast.
Legionnaires support the Survival {{twi|Progress}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Bohemians===
[[File:Bohemians.png|thumb]]
Overseers support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Venturers===
[[File:Venturers.png|thumb]]
<br clear="all">
===Pilgrims===
[[File:Pilgrims.png|thumb]]
<br clear="all">
===Faithkeepers===
[[File:Faithkeepers.png|thumb]]
<br clear="all">
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
10e04829ba84355f4ebcb1b58bbbea2f2c8a11df
Advanced Coal Mines
0
300
1228
817
2024-09-21T14:59:59Z
Stankosh
7
wikitext
text/x-wiki
[[File:AdvancedCoalMines.png|thumb|Advanced Coal Mines in the Idea Tree]]
{{#set: icon=File:Coal.png}}
{{quote|How can we further improve {{twi|Coal}} mining?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks an additional {{twi|Extraction District}} Building: Advanced Coal Mine that is focused on producing more {{twi|Coal}}.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=
|Idea Required=Coal Mines
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Advanced Shaft Coal Mine
}}
Neutral variant of {{PAGENAME}} Idea Research unlocks {{twi|Advanced Shaft Coal Mine}} Building. It increases {{twi|Coal}} output of the Extraction district but at a cost of Cores and high Materials Demand.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Proteans}}
*{{twi|Lords}}
*{{twi|Thinkers}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Progress
|Idea Required=Coal Mines
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Advanced Blasting Coal Mine
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Blasting Coal Mine}} Building. It produces more {{twi|Coal}} than Neutral variant, but consumes less {{twi|workforce}} and also causes {{twi|Squalor}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
*{{twi|Legionnaires}}
013699fbf76178d604e2c04eebfb49308e1df0e2
1229
1228
2024-09-21T15:01:57Z
Stankosh
7
wikitext
text/x-wiki
[[File:Advanced Coal Mines.png|thumb|Advanced Coal Mines in the Idea Tree]]
{{#set: icon=File:Coal.png}}
{{quote|How can we further improve {{twi|Coal}} mining?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks an additional {{twi|Extraction District}} Building: Advanced Coal Mine that is focused on producing more {{twi|Coal}}.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=
|Idea Required=Coal Mines
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Advanced Shaft Coal Mine
}}
Neutral variant of {{PAGENAME}} Idea Research unlocks {{twi|Advanced Shaft Coal Mine}} Building. It increases {{twi|Coal}} output of the Extraction district but at a cost of Cores and high Materials Demand.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Proteans}}
*{{twi|Lords}}
*{{twi|Thinkers}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Progress
|Idea Required=Coal Mines
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Advanced Blasting Coal Mine
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Blasting Coal Mine}} Building. It produces more {{twi|Coal}} than Neutral variant, but consumes less {{twi|workforce}} and also causes {{twi|Squalor}} problem.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
*{{twi|Legionnaires}}
e9dfa19a59f7c98c0465053957c92671d10d822d
File:Advanced Coal Mines.png
6
500
1230
2024-09-21T15:02:49Z
Stankosh
7
Advanced Coal Miner in the Idea Tree
wikitext
text/x-wiki
== Summary ==
Advanced Coal Miner in the Idea Tree
e3f74267fc89a50ea237b9a62ee31a763149fa4e
Worker Shifts
0
401
1232
1099
2024-09-21T15:19:59Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Heat.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we optimize working hours?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. Each version unlocks a policy option for the Working Shifts {{twi|Law}} that optimize the workplaces for lower {{twi|Workforce}} requirements or lowering the {{twi|Heat}} demand across the City.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Weather-Adjusted Shifts
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Waste Heat Conversion
|Idea Cost=50
|Research Duration=
|Law=Weather-Adjusted Shifts
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Weather-Adjusted Shifts}} Law. It slightly decreases {{twi|Heat}} demand and {{twi|Disease}} in the City at the cost of Slightly Decreased {{twi|Resource Production Efficiency}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
*{{twi|Proteans}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Machine-Adjusted Shifts
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Waste Heat Conversion
|Idea Cost=50
|Research Duration=
|Law=Machine-Adjusted Shifts
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Machine-Adjusted Shifts}} Law. It slightly decreases {{twi|Workforce}} requirement, but marginally increase {{twi|Squalor}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
*{{twi|Legionnaires}}
ec6606192aef77ea0f27fe5d6c65aecb2b098579
Waste Heat Conversion
0
403
1233
990
2024-09-21T15:24:18Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Heat.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we stop wasting excess heat?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks Heat Management {{twi|Law}} helps with {{twi|Heat}} generation or increase Resource Production Efficiency
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Heat Recycling
|Zeitgeist=Adaptation
|Idea Required=Worker Shifts
|Idea Unlocks=New Work Model
|Idea Cost=50
|Research Duration=
|Law=Heat Recycling
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Heat Recycling}} Law. It decreaces {{twi|Heat}} demand in {{twi|Housing District}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
*{{twi|Proteans}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Heat Overclocking
|Zeitgeist=Progress
|Idea Required=Worker Shifts
|Idea Unlocks=New Work Model
|Idea Cost=50
|Research Duration=
|Law=Heat Overclocking
}}
Progress variant of {{PAGENAME}} Idea Research unlocks Heat Overclocking Law. It increases Resource Production Efficiency.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
*{{twi|Legionnaires}}
ad57aa1fceabde2123bdd3807c2a0e17d454fb80
Hothouses
0
385
1234
967
2024-09-21T15:34:35Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Food.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we produce more food?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Food District}} hothouse Buildings that produces {{twi|Food}} from Food deposits.
It also unlocks "Excessive Fertillisation" District Ability, Which increases {{twi|Food}} output and {{twi|Disease}}.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Name=Drum Hothouse
|Zeitgeist=
|Idea Required=
|Idea Unlocks=Advanced Hothouses
|Idea Cost=50
|Research Duration=
|Building=Drum Hothouse
}}
Neutral variant of {{PAGENAME}} Idea Research unlocks {{twi|Drum Hothouse}} Building. It produces decent amount of {{twi|Food}} but demands {{twi|Heat}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Lords}}
*{{twi|Thinkers}}
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Biowaste Hothouse
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Advanced Hothouses
|Idea Cost=50
|Research Duration=
|Building=Biowaste Hothouse
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Biowaste Hothouse}} Building. It produces more {{Twi|Food}} than Progress Variant, and demands less {{twi|Heat}}, but requires more {{twi|Workforce}}. It also slightly increases {{twi|Disease}}.
Biowaste Hothouse have a food production synergy with Foraged Additives Law that increase its food output.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
*{{twi|Proteans}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Chemical Hothouse
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Advanced Hothouses
|Idea Cost=50
|Research Duration=
|Building=Chemical Hothouse
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Chemical Hothouse}} Building. It produces less {{Twi|Food}} than Adaptation and Neutral Variants. It also slightly increases {{twi|Squalor}}.
Biowaste Hothouse have a food production synergy with Chemical Additives Law that increase its food output drastically.
Following {{twi|Factions|Communities and Factions}} can develop Progress {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
*{{twi|Legionnaires}}
80fe22b611e3387fed9959e499ab6c807cfdbc57
1241
1234
2024-09-21T15:38:22Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Food.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we produce more food?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Food District}} hothouse Buildings that produces {{twi|Food}} from Food deposits.
It also unlocks "Excessive Fertillisation" District Ability, Which increases {{twi|Food}} output and {{twi|Disease}}.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Name=Drum Hothouse
|Zeitgeist=
|Idea Required=
|Idea Unlocks=Advanced Hothouses
|Idea Cost=50
|Research Duration=
|Building=Drum Hothouse
}}
Neutral variant of {{PAGENAME}} Idea Research unlocks {{twi|Drum Hothouse}} Building. It produces decent amount of {{twi|Food}} but demands {{twi|Heat}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Lords}}
*{{twi|Thinkers}}
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Biowaste Hothouse
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Advanced Hothouses
|Idea Cost=50
|Research Duration=
|Building=Biowaste Hothouse
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Biowaste Hothouse}} Building. It produces more {{Twi|Food}} than Progress Variant, and demands less {{twi|Heat}}, but requires more {{twi|Workforce}}. It also slightly increases {{twi|Disease}}.
Biowaste Hothouse have a food production synergy with Foraged Additives Law that increase its food output.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
*{{twi|Proteans}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Chemical Hothouse
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Advanced Hothouses
|Idea Cost=50
|Research Duration=
|Building=Chemical Hothouse
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Chemical Hothouse}} Building. It produces less {{Twi|Food}} than Adaptation and Neutral Variants. It also slightly increases {{twi|Squalor}}.
Chemical Hothouse have a food production synergy with Chemical Additives Law that increase its food output drastically.
Following {{twi|Factions|Communities and Factions}} can develop Progress {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
*{{twi|Legionnaires}}
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{{Building
|Zeitgeist=Adaptation
|Image=Hothouse.png
|Idea Required=Hothouses
|Workforce Construction=400
|Heatstamps Construction=80
|Workforce Requirements=400
|Materials Requirements=
|Materials Demand=
|Heat Demand=20
|Output1=Food
|Output1 Amount=80
|Output2=Disease
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:Hothouse.png}}
{{Quote|Industial-sized hothouse where organic waste ferments in large vats, fertilising revolving shelves of crops.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the [[Food District]] in {{GAMENAME}}. It produces {{twi|Food}} and Slightly increases {{twi|Disease}}.
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{{Building
|Zeitgeist=Adaptation
|Image=Hothouse.png
|Idea Required=Hothouses
|Workforce Construction=400
|Heatstamps Construction=80
|Workforce Requirements=400
|Materials Requirements=
|Materials Demand=
|Heat Demand=20
|Output1=Food
|Output1 Amount=80
|Output2=Disease
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:Hothouse.png}}
{{Quote|Industial-sized hothouse where organic waste ferments in large vats, fertilising revolving shelves of crops.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the [[Food District]] in {{GAMENAME}}. It produces {{twi|Food}} and Slightly increases {{twi|Disease}}.
Biowaste Hothouse have a food production synergy with Foraged Additives Law that increase its food output.
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#REDIRECT [[Biowaste Hothouse]]
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{{Building
|Zeitgeist=Progress
|Image=Hothouse.png
|Idea Required=Hothouses
|Workforce Construction=300
|Heatstamps Construction=80
|Workforce Requirements=300
|Materials Requirements=
|Materials Demand=
|Heat Demand=40
|Output1=Food
|Output1 Amount=60
|Output2=Squalor
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:Hothouse.png}}
{{Quote|Industial-sized hothouse where chemical nutrients are injected into tubs of crops to accelerate their growth.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the [[Food District]] in {{GAMENAME}}. It produces {{twi|Food}} and Slightly increases {{twi|Squalor}}.
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{{Building
|Zeitgeist=Progress
|Image=Hothouse.png
|Idea Required=Hothouses
|Workforce Construction=300
|Heatstamps Construction=80
|Workforce Requirements=300
|Materials Requirements=
|Materials Demand=
|Heat Demand=40
|Output1=Food
|Output1 Amount=60
|Output2=Squalor
|Output2 Amount=Increased Slightly
}}
{{#set: icon=File:Hothouse.png}}
{{Quote|Industial-sized hothouse where chemical nutrients are injected into tubs of crops to accelerate their growth.|Ingame description}}
'''{{PAGENAME}}''' is one of the [[building]]s for the [[Food District]] in {{GAMENAME}}. It produces {{twi|Food}} and Slightly increases {{twi|Squalor}}.
Chemical Hothouse have a food production synergy with Chemical Additives Law that increase its food output drastically.
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#REDIRECT [[Chemical Hothouse]]
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== Summary ==
Placeholder quality using basic upsizing
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User talk:Frostgangster
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{{Template:Welcome|realName=x x|name=Frostgangster}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 14:08, 22 September 2024 (UTC)
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-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 18:42, 22 September 2024 (UTC)
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{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
The '''Frostland''' is a vast world outside of the City in {{GAMENAME}} full of dangers and riches. The Frostland interface functions as a wider regional map, and part of the [[game mechanics]] of {{GAMENAME}} is that the player can explore and exploit its reaches to get different {{twi|Resources}} and make Outposts and Colonies to provide the City with everything its people need.
In order to access and interact with the Frostland, the Steward will need to construct a {{twi|Logistics District}} at the edge of the City map at an Old Waystation location. There are several around the city borders. More Logistics Districts as well as Buildings to upgrade the district will increase the number of {{twi|Frostland Teams}} that can be used to explore the regional Frostland map.
=={{PAGENAME}} Exploration==
There are multiple Territories on the Frostland map that represent an area like a biome or a geographical environment. These are used to split up areas of the map. The player can select a Territory by clicking on their map label and read its description, which may hint at the resources that might be found there.
To explore a Territory the Steward needs to send an Expedition by allocating a certain number of {{twi|Frostland Teams}}, which are sourced from the {{twi|Logistics District}} and its Buildings. The number of {{twi|Frostland Teams}} required varies on the difficulty of the Territory and can range from 10 to 40 teams for the early game areas. Icons next to the territory means that the territory is more challenging and requires more {{twi|Frostland Teams}}. The Cost and exploration time can be reduced by researching alternative exploration methods in the {{twi|Idea Tree}}, [[Council]] laws, or by Buildings like the [[Scout Headquarters]].
Some unexplored territory names include:
*Plains
*Mountains
*Crevasse Fields
*Hills
*The Approach
*Frozen Bay
*Battered Foothills
*Lonely Plains
*Howeling Shore
*Frozen Sea
*Frozen Ocean
*The Graveyard
*Desolate Coast
*High Pass
*Cursed Valley
Once the expedition is completed, the Territory is considered "Charted" and the old marker will despawn. More of the map will be revealed, and new nodes will appear, including further Territories behind the explored one. A random name will also be given to the area on the map background. There can be a variety of node outcomes: different {{twi|Resources}} that can be brought back to the City like food Harvesting Areas or Outposts; there might also be a Landmark with some {{twi|Lore}} information instead.
==Map choice==
The Map is an option chosen at game start. While only one map was available for the beta, other options were displayed and they are likely to affect the type of geographical features that can be found and the regional layout. Maps have a mix of procedurally generated content like Territory names which are completely random; as well as some fixed points, such as the city, or resource locations like Coal Camps and Oil Deposits.
===Windswept Peaks===
[[File:Windswept Peaks Map.png|240px|thumb|Frostpunk 2 Windswept Peaks Full Map Example]]
{{Quote|Sheltered between mountain ranges in a small valley, this place was judged well-protected from the elements, with relatively easy access to key resources.}}
This map features a lot of Mountain Territories and rocky terrain. The mountain terrain can also block placement of {{twi|Trail}} or {{twi|Railroad}} used for outposts, which which can lead to more complex routing around them.
{{twi|Whiteout|Whiteouts}} come from a random direction and go through the city location, but the bottom left corner of the map may be more likely than other directions.
<div style="clear:both;"/>
==Frostland resources==
==={{PAGENAME}} Harvesting Areas===
Harvesting Areas can be found everywhere around the Frostland. They are an alternative source of {{twi|Food}}.
Harvesting Areas just need {{twi|Frostland Teams}} to operate them and can start providing {{twi|Food||no}} immediately, as they do not require a route connecting them to the city.
The {{twi|Harvester Hangar}} building will increase the amount of {{twi|Food||no}} provided by Harvesting Areas.
==={{PAGENAME}} Outposts===
Outposts act as a source of {{twi|Coal}}, {{twi|Materials}} or {{twi|Oil}}.
To get an Outpost running, you must first connect an Outpost site by a {{twi|Trail}}. Trail have to be connected to the one of the City's entry points, which roughly align to where {{twi|Logistics District}} is built on the city map. You can then construct it and begin extracting resources.
Its possible to increase the efficiency of an Outpost by connecting it using {{twi|Railroads}} instead of {{twi|Trail}}.
Outposts have a limited supply of resource will eventually run out to depletion.
==Trivia==
*During the beta some players used scout team reduction to reduce the exploration cost to zero, allowing them to set up infinite expeditions and rapidly explore new territories.
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Scouts Headquarters is a Building in the Logicstics District.
All of its variants decrease exploration time and territory threat level.
Its variants include:
Scouts Headquarters (base variant)
[[File:Scouts Headquarters - stats.jpg|thumb]] [[File:Survivalists' Headquarters - stats.jpg|thumb]]
Survivalists' Headquarters (adaptation variant)
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[[File:Scouts Headquarters - stats.jpg|thumb]] [[File:Survivalists' Headquarters - stats.jpg|thumb]]
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Talk:Idea Tree
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Created page with "Regarding Frostgangster Edit: This way of portraying ideas will take too much space on the page, moreover we need a separate page for each Idea (to link relevant buildings etc..."
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Regarding Frostgangster Edit: This way of portraying ideas will take too much space on the page, moreover we need a separate page for each Idea (to link relevant buildings etc.), so a lot of info will be duplicated. I like the introduction of "Radical" tag for the ideas though, we can use it for all radical ideas in the list.
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Regarding Frostgangster Edit: This way of portraying ideas will take too much space on the page, moreover we need a separate page for each Idea (to link relevant buildings etc.), so a lot of info will be duplicated. I like the introduction of "Radical" tag for the ideas though, we can use it for all radical ideas in the list.
--[[User:Stankosh|Stankosh]] ([[User talk:Stankosh|talk]]) 07:07, 23 September 2024 (UTC)
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User talk:Cristianelrey
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-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 07:19, 23 September 2024 (UTC)
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{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Communities==
===Foragers===
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "They believe adaptation is key, and growing reliant on technological gimmicks invites disaster."
<br clear="all">
===Machinists===
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
These are the base community for the Machinists. They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "To them, technological progress is the only way to ensure survival."
<br clear="all">
===Merchants===
[[File:Merchants.png|thumb]]
:"Opportunity rewards those with merit."
They strongly prefer the {{twi|Merit}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
===Wanderers===
[[File:Wanderers.png|thumb]]
Wanderers first appear in Prologue story mode and currently not available in the Utopia game mode.
<br clear="all">
===New Londoners===
[[File:New Londoners.png|thumb]]
:"Through technological progress, New London will thrive."
Attached to the City and its Generator, the citizens of New London have stayed together through thick and thin.
They value technology, wich they vredit for getting them through the Great Storm.
They strongly prefer the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
You can encounter them in New London story scenario. They resemble same ideology ideas as Machinists from the Utopia freeplay communities.
<br clear="all">
===Frostlanders===
:"Adaption is the only way to live in the frost."
Originally hailing from New London, these colonists off frostland outposts tried to establish a permanent foothold beyond the City.
The Whiteout Years destroyed that dream, but taught them value of adaption and grit.
They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]].
You can encounter them in New London story scenario. They resemble same ideology ideas as Foragers from the Utopia freeplay communities.
<br clear="all">
===Thinkers===
[[File:Thinkers.png|thumb]]
:"Reason requires us to change with the times."
They strongly prefer the {{twi|Reason}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Lords===
[[File:Lords.png|thumb]]
:"Tradition is the bedrock of society."
They strongly prefer the {{twi|Tradition}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Slaves===
[[File:Slaves.png|thumb]]
<br clear="all">
===Labourers===
[[File:Labourers.png|thumb]]
:"Every worker should benefit equally."
They strongly prefer the {{twi|Equality}} ideology in the Economical [[Zeitgeist]].
<br clear="all">
==Factions==
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists. To paraphrase their manifesto (not a direct quote): "Embrace Adaptation, reward Merit, honour Tradition."
<br clear="all">
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
<br clear="all">
===Proteans===
[[File:Evolvers.png|thumb]]
Striving towards merit-driven evolution, these rationalists attract those most dedicated to adaptation - even if it requires sacrificing life and limb.
Proteans support the Survival {{twi|Adaptation}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Overseers===
[[File:Overseers.png|thumb]]
Overseers support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Stalwarts===
[[File:Stalwarts.png|thumb]]
:"Progress for the glory of New London. Merit forges the Strongest. Reason for order, order for control"
Desciples of the Captain, who introduced Order as a core tenet of New Londen.
Strict, controlling and devoted to the Captain's memory.
Stalwarts support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Legionnaires===
[[File:Legionnaires.png|thumb]]
These disciplined equals treat themselves as the front line in the war against the Great Frost; valuing cohesion and tradition, they enlist from the City's most steadfast.
Legionnaires support the Survival {{twi|Progress}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Bohemians===
[[File:Bohemians.png|thumb]]
Overseers support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Venturers===
[[File:Venturers.png|thumb]]
<br clear="all">
===Pilgrims===
[[File:Pilgrims.png|thumb]]
:"Adapt; the frost humbles all. All are equal in the frostland. Tradition will ground and guide us."
Bound by traditions and close communal relations so hermetic, some call them mystical.
They believe the frostland should be embraced as everyone's new home.
Pilgrims support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Faithkeepers===
[[File:Faithkeepers.png|thumb]]
<br clear="all">
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
9d3dcda9f5149e73f61660666a725a2b1ccf6cfc
1305
1282
2024-09-23T19:53:53Z
Samvw1
27
wikitext
text/x-wiki
{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Communities==
===Foragers===
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "They believe adaptation is key, and growing reliant on technological gimmicks invites disaster."
<br clear="all">
===Machinists===
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
Descending from the City's builders and first inhabitants, they believe the answer to every quistion lies in the appropriate application of technology.
"These people are descendats of groups that build the initial cities and maintained their machinery. They faced the Great Frost huddled around the Generator an believe this technological marvel is why they are alive at all today.
"This belief shapes them. When there is a problem, they would seek a way to solve it through automation, by devising machines to do the work or exploit available resources to ensure good safety margins.
"To them, technological progress is the only way to ensure survival, and maybe even prosperity.
Machinists support the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
===Merchants===
[[File:Merchants.png|thumb]]
:"Opportunity rewards those with merit."
Industrious and enterprising people, the Merchants believe fortune favours the clever and the rest should simply work harder.
"Descending from shopkeepers and traders of the Old Empire, these enterprising people always have an eye for a good deal - be it fiscal or political.
"They attract those who are strong of will, who would do whatever necessary to win and who expect to bask in the fruits of their labour afterwards.
Always willing to throw in for a debate, or plummet prices to drive out competitor's shops, Mercha,ts are firmly on the side of merit over quality.
"After all, a little competition can only benefit the everyman.
Merchants support the {{twi|Merit}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
===Wanderers===
[[File:Wanderers.png|thumb]]
Wanderers first appear in Prologue story mode and currently not available in the Utopia game mode.
<br clear="all">
===New Londoners===
[[File:New Londoners.png|thumb]]
:"Through technological progress, New London will thrive."
Attached to the City and its Generator, the citizens of New London have stayed together through thick and thin.
They value technology, wich they vredit for getting them through the Great Storm.
"Every New Londoner claims that they, or their parents, arrived on the first dreadnought after the fall of Old London. City dwellers by nature, they look unfavourable on the Frostlanders' growing demands.
"The ordeal of facing the Great Storm shaped them to their core. They sacrificed a lot to make sure the generator powers the City through the worst. To them, that's proof that the only way to survive is to double down on progressing technology.
"They share this view with the stalwarts, but are otherwise not as fervent as them. They value their dedication in keeping the City running through the worst of it, but often wish they were less radical about it.
New Londoners support the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
You can encounter them in the New London story scenario. They resemble same ideology ideas as Machinists from the Utopia freeplay communities.
<br clear="all">
===Frostlanders===
[[File:Foragers.png|thumb]]
:"Adaption is the only way to live in the frost."
Originally hailing from New London, these colonists off frostland outposts tried to establish a permanent foothold beyond the City.
The Whiteout Years destroyed that dream, but taught them value of adaption and grit.
"The frostlanders are not in New London by choice, but by necessity. While some initially hail from the City, they left to colonise the frostland: partly to answer the call of the wild, partly to escape what they deem an 'oppressive' atmosphere in the City.
"These excursions hardened them, teaching them the value of adaptation and grit. However, no amount of willpower was sufficient to withstand the Whiteout Years. They were forced to return, one settlement after the next.
"It's no secret that many of them initially left because of the growing influence of Stalwarts. They hope that the death of the Captain will give them a chance to finally make their voice heard.
They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]].
You can encounter them in the New London story scenario. They resemble same ideology ideas as Foragers from the Utopia freeplay communities.
<br clear="all">
===Thinkers===
[[File:Thinkers.png|thumb]]
:"Reason requires us to change with the times."
They strongly prefer the {{twi|Reason}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Lords===
[[File:Lords.png|thumb]]
:"Tradition is the bedrock of society."
They strongly prefer the {{twi|Tradition}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Slaves===
[[File:Slaves.png|thumb]]
<br clear="all">
===Labourers===
[[File:Labourers.png|thumb]]
:"Every worker should benefit equally."
Originating from physical labourers and factory workers, this group values equality and the needs of the many over the individual.
"The Labourers trace their roots back to the Old-Empire factory workers and their ilk. Many of them, or their fathers and mothers, bore the brunt of the work that was necessary to ensure survival of the City before and during the Great Storm - toilling in the mines, constructing buildings in the extreme cold.
"Both their descent and their ordeal drive home the importance of the group over the individual. They attract those humble in spirit and desire, who would sooner help their fellow worker stand than step over them to take yheir spoils.
"They learned and truly believe that if one of us falls, we all will.
Labourers support the {{twi|Equality}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
==Factions==
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists. To paraphrase their manifesto (not a direct quote): "Embrace Adaptation, reward Merit, honour Tradition."
<br clear="all">
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
<br clear="all">
===Proteans===
[[File:Evolvers.png|thumb]]
Striving towards merit-driven evolution, these rationalists attract those most dedicated to adaptation - even if it requires sacrificing life and limb.
Proteans support the Survival {{twi|Adaptation}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Overseers===
[[File:Overseers.png|thumb]]
Overseers support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Stalwarts===
[[File:Stalwarts.png|thumb]]
:"Progress for the glory of New London. Merit forges the Strongest. Reason for order, order for control"
Desciples of the Captain, who introduced Order as a core tenet of New Londen.
Strict, controlling and devoted to the Captain's memory.
"´The Stalwarts' were established by those who helped the Captain maintain Order in New London during the Great Frost. They took the ideals of efficiency, control and order and ensured they remained central in the City for years to come.
"They're adamant that the City Cannot only survive, but thrive, as long as it works like a well-oiled, constantly optimised machine. To them, no change is off limits if it brings more efficiency, be it a technological change - or a social one.
"Naturally, anyone opposing these ideals is considered 'backwards' at best and an 'enemy of the city' at worst. This breeds tension, espacially with those looking outside the city.
Stalwarts support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Legionnaires===
[[File:Legionnaires.png|thumb]]
These disciplined equals treat themselves as the front line in the war against the Great Frost; valuing cohesion and tradition, they enlist from the City's most steadfast.
Legionnaires support the Survival {{twi|Progress}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Bohemians===
[[File:Bohemians.png|thumb]]
Overseers support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Venturers===
[[File:Venturers.png|thumb]]
<br clear="all">
===Pilgrims===
[[File:Pilgrims.png|thumb]]
:"Adapt; the frost humbles all. All are equal in the frostland. Tradition will ground and guide us."
Bound by traditions and close communal relations so hermetic, some call them mystical.
They believe the frostland should be embraced as everyone's new home.
"The Whiteout Years touched everyone both in and outside New London, but it especially transformed those that were caught in the thick of it. The pilgrims have an air of mysticism about them, seeing the unseen in the whiteness of the frostland, hearing the unheard in the whispering of the wind.
"They've seen steel break like glass under the winds of the whiteouts, and yet their spirit has remained unbroken. To them, relying on technology is hubris. They wish to break free from the Captain's legacy and learn to live without Generators or machines.
To do so, they devote themselves to the community and to upholding its traditions, even when survival demands sacrifice of individual lives or ambition. Needless to say, everything about their ideals is in direct conflict with how the Stalwarts would see model citizens of New London.
Pilgrims support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Faithkeepers===
[[File:Faithkeepers.png|thumb]]
<br clear="all">
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
55c6f478a04557ada04e9affb05cb7fc0dc08dd8
1308
1305
2024-09-24T08:55:25Z
Klypto
29
Odd typos
wikitext
text/x-wiki
{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Communities==
===Foragers===
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
These are the base community for the Icebloods. They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]]. Their ideological position is stated as "They believe adaptation is key, and growing reliant on technological gimmicks invites disaster."
<br clear="all">
===Machinists===
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
Descending from the City's builders and first inhabitants, they believe the answer to every question lies in the appropriate application of technology.
"These people are descendants of groups that build the initial cities and maintained their machinery. They faced the Great Frost huddled around the Generator and believe this technological marvel is why they are alive at all today.
"This belief shapes them. When there is a problem, they would seek a way to solve it through automation, by devising machines to do the work or exploit available resources to ensure good safety margins.
"To them, technological progress is the only way to ensure survival, and maybe even prosperity.
Machinists support the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
===Merchants===
[[File:Merchants.png|thumb]]
:"Opportunity rewards those with merit."
Industrious and enterprising people, the Merchants believe fortune favours the clever and the rest should simply work harder.
"Descending from shopkeepers and traders of the Old Empire, these enterprising people always have an eye for a good deal - be it fiscal or political.
"They attract those who are strong of will, who would do whatever necessary to win and who expect to bask in the fruits of their labour afterwards.
Always willing to throw in for a debate, or plummet prices to drive out competitor's shops, Merchants are firmly on the side of merit over quality.
"After all, a little competition can only benefit the everyman.
Merchants support the {{twi|Merit}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
===Wanderers===
[[File:Wanderers.png|thumb]]
Wanderers first appear in Prologue story mode and currently not available in the Utopia game mode.
<br clear="all">
===New Londoners===
[[File:New Londoners.png|thumb]]
:"Through technological progress, New London will thrive."
Attached to the City and its Generator, the citizens of New London have stayed together through thick and thin.
They value technology, which they credit for getting them through the Great Storm.
"Every New Londoner claims that they, or their parents, arrived on the first dreadnought after the fall of Old London. City dwellers by nature, they look unfavourable on the Frostlanders' growing demands.
"The ordeal of facing the Great Storm shaped them to their core. They sacrificed a lot to make sure the generator powers the City through the worst. To them, that's proof that the only way to survive is to double down on progressing technology.
"They share this view with the stalwarts, but are otherwise not as fervent as them. They value their dedication in keeping the City running through the worst of it, but often wish they were less radical about it.
New Londoners support the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
You can encounter them in the New London story scenario. They resemble same ideology ideas as Machinists from the Utopia freeplay communities.
<br clear="all">
===Frostlanders===
[[File:Foragers.png|thumb]]
:"Adaption is the only way to live in the frost."
Originally hailing from New London, these colonists off frostland outposts tried to establish a permanent foothold beyond the City.
The Whiteout Years destroyed that dream, but taught them value of adaption and grit.
"The frostlanders are not in New London by choice, but by necessity. While some initially hail from the City, they left to colonise the frostland: partly to answer the call of the wild, partly to escape what they deem an 'oppressive' atmosphere in the City.
"These excursions hardened them, teaching them the value of adaptation and grit. However, no amount of willpower was sufficient to withstand the Whiteout Years. They were forced to return, one settlement after the next.
"It's no secret that many of them initially left because of the growing influence of Stalwarts. They hope that the death of the Captain will give them a chance to finally make their voice heard.
They strongly prefer the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]].
You can encounter them in the New London story scenario. They resemble same ideology ideas as Foragers from the Utopia freeplay communities.
<br clear="all">
===Thinkers===
[[File:Thinkers.png|thumb]]
:"Reason requires us to change with the times."
They strongly prefer the {{twi|Reason}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Lords===
[[File:Lords.png|thumb]]
:"Tradition is the bedrock of society."
They strongly prefer the {{twi|Tradition}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Slaves===
[[File:Slaves.png|thumb]]
<br clear="all">
===Labourers===
[[File:Labourers.png|thumb]]
:"Every worker should benefit equally."
Originating from physical labourers and factory workers, this group values equality and the needs of the many over the individual.
"The Labourers trace their roots back to the Old-Empire factory workers and their ilk. Many of them, or their fathers and mothers, bore the brunt of the work that was necessary to ensure survival of the City before and during the Great Storm - toiling in the mines, constructing buildings in the extreme cold.
"Both their descent and their ordeal drive home the importance of the group over the individual. They attract those humble in spirit and desire, who would sooner help their fellow worker stand than step over them to take their spoils.
"They learned and truly believe that if one of us falls, we all will.
Labourers support the {{twi|Equality}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
==Factions==
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists. To paraphrase their manifesto (not a direct quote): "Embrace Adaptation, reward Merit, honour Tradition."
<br clear="all">
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
<br clear="all">
===Proteans===
[[File:Evolvers.png|thumb]]
Striving towards merit-driven evolution, these rationalists attract those most dedicated to adaptation - even if it requires sacrificing life and limb.
Proteans support the Survival {{twi|Adaptation}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Overseers===
[[File:Overseers.png|thumb]]
Overseers support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Stalwarts===
[[File:Stalwarts.png|thumb]]
:"Progress for the glory of New London. Merit forges the Strongest. Reason for order, order for control"
Disciples of the Captain, who introduced Order as a core tenet of New London. Strict, controlling and devoted to the Captain's memory.
"´The Stalwarts' were established by those who helped the Captain maintain Order in New London during the Great Frost. They took the ideals of efficiency, control and order and ensured they remained central in the City for years to come.
"They're adamant that the City Cannot only survive, but thrive, as long as it works like a well-oiled, constantly optimised machine. To them, no change is off limits if it brings more efficiency, be it a technological change - or a social one.
"Naturally, anyone opposing these ideals is considered 'backwards' at best and an 'enemy of the city' at worst. This breeds tension, especially with those looking outside the city.
Stalwarts support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Legionnaires===
[[File:Legionnaires.png|thumb]]
These disciplined equals treat themselves as the front line in the war against the Great Frost; valuing cohesion and tradition, they enlist from the City's most steadfast.
Legionnaires support the Survival {{twi|Progress}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Bohemians===
[[File:Bohemians.png|thumb]]
Overseers support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Venturers===
[[File:Venturers.png|thumb]]
<br clear="all">
===Pilgrims===
[[File:Pilgrims.png|thumb]]
:"Adapt; the frost humbles all. All are equal in the frostland. Tradition will ground and guide us."
Bound by traditions and close communal relations so hermetic, some call them mystical.
They believe the frostland should be embraced as everyone's new home.
"The Whiteout Years touched everyone both in and outside New London, but it especially transformed those that were caught in the thick of it. The pilgrims have an air of mysticism about them, seeing the unseen in the whiteness of the frostland, hearing the unheard in the whispering of the wind.
"They've seen steel break like glass under the winds of the whiteouts, and yet their spirit has remained unbroken. To them, relying on technology is hubris. They wish to break free from the Captain's legacy and learn to live without Generators or machines.
To do so, they devote themselves to the community and to upholding its traditions, even when survival demands sacrifice of individual lives or ambition. Needless to say, everything about their ideals is in direct conflict with how the Stalwarts would see model citizens of New London.
Pilgrims support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Faithkeepers===
[[File:Faithkeepers.png|thumb]]
<br clear="all">
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
b0267d91e24fde4378e189d792875c4fc220ec58
1310
1308
2024-09-24T17:25:08Z
Samvw1
27
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text/x-wiki
{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Communities==
===Foragers===
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
Forced to adapt to the harsh conditions of the frostland, the foragers put their faith in the endurance of the human spirit over machines.
"As the frost covered the earth, these people and their ancestors were caught beyond the safety of the Generator cities. Forced to adapt to the harsh conditions of the frostland, they learned to survive against all odds.
"At times, Foragers decide to settle in the cities once again. However, the ordeal of surviving the frost has developed a lasting mark.
"They believe adaption is key and growing reliant on technological gimmicks invites disaster. Machines tend to break down as soon as conditions deteriorate. Human spirit is a lot more enduring.
Foragers support the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
===Machinists===
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
Descending from the City's builders and first inhabitants, they believe the answer to every question lies in the appropriate application of technology.
"These people are descendants of groups that build the initial cities and maintained their machinery. They faced the Great Frost huddled around the Generator and believe this technological marvel is why they are alive at all today.
"This belief shapes them. When there is a problem, they would seek a way to solve it through automation, by devising machines to do the work or exploit available resources to ensure good safety margins.
"To them, technological progress is the only way to ensure survival, and maybe even prosperity.
Machinists support the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
===Merchants===
[[File:Merchants.png|thumb]]
:"Opportunity rewards those with merit."
Industrious and enterprising people, the Merchants believe fortune favours the clever and the rest should simply work harder.
"Descending from shopkeepers and traders of the Old Empire, these enterprising people always have an eye for a good deal - be it fiscal or political.
"They attract those who are strong of will, who would do whatever necessary to win and who expect to bask in the fruits of their labour afterwards.
Always willing to throw in for a debate, or plummet prices to drive out competitor's shops, Merchants are firmly on the side of merit over quality.
"After all, a little competition can only benefit the everyman.
Merchants support the {{twi|Merit}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
===Wanderers===
[[File:Wanderers.png|thumb]]
Wanderers first appear in Prologue story mode and currently not available in the Utopia game mode.
<br clear="all">
===New Londoners===
[[File:New Londoners.png|thumb]]
:"Through technological progress, New London will thrive."
Attached to the City and its Generator, the citizens of New London have stayed together through thick and thin.
They value technology, which they credit for getting them through the Great Storm.
"Every New Londoner claims that they, or their parents, arrived on the first dreadnought after the fall of Old London. City dwellers by nature, they look unfavourable on the Frostlanders' growing demands.
"The ordeal of facing the Great Storm shaped them to their core. They sacrificed a lot to make sure the generator powers the City through the worst. To them, that's proof that the only way to survive is to double down on progressing technology.
"They share this view with the stalwarts, but are otherwise not as fervent as them. They value their dedication in keeping the City running through the worst of it, but often wish they were less radical about it.
New Londoners support the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
You can encounter them in the New London story scenario. They resemble same ideology ideas as Machinists from the Utopia freeplay communities.
<br clear="all">
===Frostlanders===
[[File:Foragers.png|thumb]]
:"Adaption is the only way to live in the frost."
Originally hailing from New London, these colonists off frostland outposts tried to establish a permanent foothold beyond the City.
The Whiteout Years destroyed that dream, but taught them value of adaption and grit.
"The frostlanders are not in New London by choice, but by necessity. While some initially hail from the City, they left to colonise the frostland: partly to answer the call of the wild, partly to escape what they deem an 'oppressive' atmosphere in the City.
"These excursions hardened them, teaching them the value of adaptation and grit. However, no amount of willpower was sufficient to withstand the Whiteout Years. They were forced to return, one settlement after the next.
"It's no secret that many of them initially left because of the growing influence of Stalwarts. They hope that the death of the Captain will give them a chance to finally make their voice heard.
Frostlanders support the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]].
You can encounter them in the New London story scenario. They resemble same ideology ideas as Foragers from the Utopia freeplay communities.
<br clear="all">
===Thinkers===
[[File:Thinkers.png|thumb]]
:"Reason requires us to change with the times."
Theorists and intellectuals focused on the transformation of society, the Thinkers are determined to be harbringers of change.
"Many different people found shelter in the North after the chaos of evacuations. Among them were some of the intellectuals hailing from the large cities of the old empire.
"Having survived the Great Storm and finding some semblance of stability during the Whiteout Years, they formed a sort of post-Frost bourgeoisie. They believe the only way for society to rebuild is to follow the rational reordering of society and discarding of outdated mores.
"To them, tradition is nothing but a blanket of lead, weighing society down. The world is a blank slate. It's time to begin anew.
Thinkers support the {{twi|Reason}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Lords===
[[File:Lords.png|thumb]]
:"Tradition is the bedrock of society."
They share traditional values passed down from distinguished old-world families, believing the old ways to be the bedrock of society.
"Though many of the Lords claim descent from distinguished old-world families, others simply agree with the old-fashioned ideals supported by this community. Those attracted to their ranks adhere to traditional values and believe in fixed social roles.
"They firmly believe that, historically, it has been change and haphazard progress that has got this world into trouble. To them, the many tragedies that transpired during the fall of Old London were rooted in social upheaval and the chaos that followed.
"To them, it's clear: it's the old ways that ultimately saw us through. They will do so now too.
Lords support the {{twi|Tradition}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Slaves===
[[File:Slaves.png|thumb]]
<br clear="all">
===Labourers===
[[File:Labourers.png|thumb]]
:"Every worker should benefit equally."
Originating from physical labourers and factory workers, this group values equality and the needs of the many over the individual.
"The Labourers trace their roots back to the Old-Empire factory workers and their ilk. Many of them, or their fathers and mothers, bore the brunt of the work that was necessary to ensure survival of the City before and during the Great Storm - toiling in the mines, constructing buildings in the extreme cold.
"Both their descent and their ordeal drive home the importance of the group over the individual. They attract those humble in spirit and desire, who would sooner help their fellow worker stand than step over them to take their spoils.
"They learned and truly believe that if one of us falls, we all will.
Labourers support the {{twi|Equality}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
==Factions==
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists. To paraphrase their manifesto (not a direct quote): "Embrace Adaptation, reward Merit, honour Tradition."
<br clear="all">
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
<br clear="all">
===Proteans===
[[File:Evolvers.png|thumb]]
Striving towards merit-driven evolution, these rationalists attract those most dedicated to adaptation - even if it requires sacrificing life and limb.
Proteans support the Survival {{twi|Adaptation}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Overseers===
[[File:Overseers.png|thumb]]
Overseers support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Stalwarts===
[[File:Stalwarts.png|thumb]]
:"Progress for the glory of New London. Merit forges the Strongest. Reason for order, order for control"
Disciples of the Captain, who introduced Order as a core tenet of New London. Strict, controlling and devoted to the Captain's memory.
"´The Stalwarts' were established by those who helped the Captain maintain Order in New London during the Great Frost. They took the ideals of efficiency, control and order and ensured they remained central in the City for years to come.
"They're adamant that the City Cannot only survive, but thrive, as long as it works like a well-oiled, constantly optimised machine. To them, no change is off limits if it brings more efficiency, be it a technological change - or a social one.
"Naturally, anyone opposing these ideals is considered 'backwards' at best and an 'enemy of the city' at worst. This breeds tension, especially with those looking outside the city.
Stalwarts support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Legionnaires===
[[File:Legionnaires.png|thumb]]
These disciplined equals treat themselves as the front line in the war against the Great Frost; valuing cohesion and tradition, they enlist from the City's most steadfast.
Legionnaires support the Survival {{twi|Progress}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Bohemians===
[[File:Bohemians.png|thumb]]
Overseers support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Venturers===
[[File:Venturers.png|thumb]]
<br clear="all">
===Pilgrims===
[[File:Pilgrims.png|thumb]]
:"Adapt; the frost humbles all. All are equal in the frostland. Tradition will ground and guide us."
Bound by traditions and close communal relations so hermetic, some call them mystical.
They believe the frostland should be embraced as everyone's new home.
"The Whiteout Years touched everyone both in and outside New London, but it especially transformed those that were caught in the thick of it. The pilgrims have an air of mysticism about them, seeing the unseen in the whiteness of the frostland, hearing the unheard in the whispering of the wind.
"They've seen steel break like glass under the winds of the whiteouts, and yet their spirit has remained unbroken. To them, relying on technology is hubris. They wish to break free from the Captain's legacy and learn to live without Generators or machines.
To do so, they devote themselves to the community and to upholding its traditions, even when survival demands sacrifice of individual lives or ambition. Needless to say, everything about their ideals is in direct conflict with how the Stalwarts would see model citizens of New London.
Pilgrims support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Faithkeepers===
[[File:Faithkeepers.png|thumb]]
<br clear="all">
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
10c73ea0042db48cb3cc70cbd6e257c95f42a68c
File:Council Icon.png
6
376
1283
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2024-09-23T17:41:45Z
Stankosh
7
Stankosh uploaded a new version of [[File:Council Icon.png]]
wikitext
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da39a3ee5e6b4b0d3255bfef95601890afd80709
Sawmills
0
382
1284
980
2024-09-23T17:56:46Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Materials.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How do we increase our materials production from wood?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Extraction District}} Sawmill Building that produces {{twi|Materials}} from Wood deposits.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Sawmill
|Zeitgeist=Neutral
|Idea Required=
|Idea Unlocks=Advanced Sawmills
|Idea Unlocks2=Charcoal Plants
|Idea Unlocks3=Foundries
|Idea Cost=50
|Research Duration=
|Building=Sawmill
}}
Neutral variant of {{PAGENAME}} Idea Research unlocks {{twi|Sawmill}} Building. It produces {{Twi|Materials}} and demands {{twi|Heat}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Lords}}
*{{twi|Thinkers}}
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Untreated Sawmill
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Advanced Sawmills
|Idea Unlocks2=Charcoal Plants
|Idea Unlocks3=Foundries
|Idea Cost=50
|Research Duration=
|Building=Untreated Sawmill
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Untreated Sawmill}} Building. It produces more {{Twi|Materials}} than Neutral Variant, but demands less {{twi|Heat}}. It also slightly increases {{twi|Disease}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
*{{twi|Proteans}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Mechanised Sawmill
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Advanced Sawmills
|Idea Unlocks2=Charcoal Plants
|Idea Unlocks3=Foundries
|Idea Cost=50
|Research Duration=
|Building=Mechanised Sawmill
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Mechanised Sawmill}} Building. It produces way more {{Twi|Materials}} than Neutral Variant, require less Workforce but significantly increases {{twi|Squalor}}.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
*{{twi|Legionnaires}}
6102dc9f3323ec69afba33d5296d79bc87a120b6
Advanced Hothouses
0
393
1285
976
2024-09-23T18:06:57Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Food.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we further improve food production?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Food District}} Advanced Hothouse Buildings that produces even more {{twi|Food}} from Food deposits.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Name=Advanced Drum Hothouse
|Zeitgeist=Adaptation
|Idea Required=Hothouses
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Advanced Drum Hothouse
}}
Neutral variant of {{PAGENAME}} Idea Research unlocks {{twi|Advanced Drum Hothouse}} Building. It produces more {{Twi|Food}} than basic {{twi|Drum Hothouse}}, but requires {{twi|Core}} for construction.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Lords}}
*{{twi|Thinkers}}
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Advanced Biowaste Hothouse
|Zeitgeist=Adaptation
|Idea Required=Hothouses
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Advanced Biowaste Hothouse
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Advanced Bioweaste Hothouse}} Building. It produces less {{Twi|Food}} than Neutral Variant, and demands less {{twi|Heat}}, but includes greatly increased Production Efficiency bonus. It also increases {{twi|Disease}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
*{{twi|Proteans}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Advanced Chemical Hothouse
|Zeitgeist=Progress
|Idea Required=Hothouses
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Advanced Chemical Hothouse
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Advanced Chemical Hothouse}} Building. It produces less {{Twi|Food}} than Neutral Variant and increases {{twi|Squalor}}, but Demands less Workforce.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
*{{twi|Legionnaires}}
e64449c816017ef025f8f98f4af28f5185c62759
1286
1285
2024-09-23T18:07:37Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Food.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we further improve food production?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Food District}} Advanced Hothouse Buildings that produces even more {{twi|Food}} from Food deposits.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Name=Advanced Drum Hothouse
|Zeitgeist=Adaptation
|Idea Required=Hothouses
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Advanced Drum Hothouse
}}
Neutral variant of {{PAGENAME}} Idea Research unlocks {{twi|Advanced Drum Hothouse}} Building. It produces more {{Twi|Food}} than basic {{twi|Drum Hothouse}}, but requires {{twi|COres|Core}} for construction.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Lords}}
*{{twi|Thinkers}}
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Advanced Biowaste Hothouse
|Zeitgeist=Adaptation
|Idea Required=Hothouses
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Advanced Biowaste Hothouse
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Advanced Bioweaste Hothouse}} Building. It produces less {{Twi|Food}} than Neutral Variant, and demands less {{twi|Heat}}, but includes greatly increased Production Efficiency bonus. It also increases {{twi|Disease}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
*{{twi|Proteans}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Advanced Chemical Hothouse
|Zeitgeist=Progress
|Idea Required=Hothouses
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Advanced Chemical Hothouse
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Advanced Chemical Hothouse}} Building. It produces less {{Twi|Food}} than Neutral Variant and increases {{twi|Squalor}}, but Demands less Workforce.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
*{{twi|Legionnaires}}
49dd0f04ebaffc71535fce8a4a4b13bcca11ee22
1287
1286
2024-09-23T18:08:09Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:Food.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we further improve food production?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks {{twi|Food District}} Advanced Hothouse Buildings that produces even more {{twi|Food}} from Food deposits.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Name=Advanced Drum Hothouse
|Zeitgeist=Adaptation
|Idea Required=Hothouses
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Advanced Drum Hothouse
}}
Neutral variant of {{PAGENAME}} Idea Research unlocks {{twi|Advanced Drum Hothouse}} Building. It produces more {{Twi|Food}} than basic {{twi|Drum Hothouse}}, but requires {{twi|Cores|Core}} for construction.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Lords}}
*{{twi|Thinkers}}
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Advanced Biowaste Hothouse
|Zeitgeist=Adaptation
|Idea Required=Hothouses
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Advanced Biowaste Hothouse
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Advanced Bioweaste Hothouse}} Building. It produces less {{Twi|Food}} than Neutral Variant, and demands less {{twi|Heat}}, but includes greatly increased Production Efficiency bonus. It also increases {{twi|Disease}}.
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
*{{twi|Proteans}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Name=Advanced Chemical Hothouse
|Zeitgeist=Progress
|Idea Required=Hothouses
|Idea Unlocks=
|Idea Cost=100
|Research Duration=
|Building=Advanced Chemical Hothouse
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Advanced Chemical Hothouse}} Building. It produces less {{Twi|Food}} than Neutral Variant and increases {{twi|Squalor}}, but Demands less Workforce.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
*{{twi|Legionnaires}}
4052138a1147e0ff5268ff1e876241e6013339e7
Idea Tree
0
188
1288
1271
2024-09-23T18:10:54Z
Stankosh
7
/* Resources */
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are six sections to the Idea Tree in Frostpunk 2: Heating, Resources, Frostland, City, Society and the Hubs. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). These can produce [[building]]s or [[council]] laws as results.
Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research and supporting one faction's proposal will shift the Zeitgeist towards their ideology. All options can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law.
When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Research Time==
Based on the difficulty set in the game base research time for the ideas will differ drastically.
Research takes a variable amount of time and can be sped up by constructing additional {{twi|Research Institute|Research Institutes}} and {{twi|Teaching Hospital|Teaching Hospitals}} or passing certain laws, such as [[Mandatory Schools]]. Basic research time depends on the game difficulty. For example tier 1 research takes up 8/12/13/17 weeks for Citizen/Officer/Steward/Captain Difficulty with one Research Institute.
{| class="wikitable"
|+ Base research time for each difficulty
|-
! Research Tier !! Heatstamps !! Citizen !! Officer !! Steward !! Captain
|-
| 1 || 50 || 10 || 12 || 13 || 17
|-
| 2 || 100 || 18 || || ||
|-
| 3 || 200 || 27 || || ||
|}
==Heating==
Heating Research focus on unlocking {{twi|Heat}} related Ideas. They will help to lower the Heat consumption, increase Heat production or improve your {{twi|Generator}}.
*Generator Upgrade 1
*{{twi|Housing Insulation}}
**Heat Dispatcher
**Food Energy Efficiency
*{{twi|Coal Mines}}
**Geothermal Plants
***Advanced Geothermal Plants
**Pumpjacks
***Advanced Pumpjacks
**{{twi|Advanced Coal Mines}}
==Resources==
Resources Research are focused on production of various {{twi|Resources}} in the City, and the use of [[Workforce]].
*{{twi|Worker Shifts}}
** [[Waste Heat Conversion|Waste Heat Conversion:]]
*** New Work Model '''''(Radical)'''''
**Automated Workforce '''''(Radical)'''''
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*Filtration Towers
*Factories
**Goods Factories
**Prefabs Factories
**Composites Factories
*{{twi|Sawmills}}
**Advanced Sawmills
**{{twi|Charcoal Plants}}
**Foundries
==Frostland==
Resources Research are all about {{twi|Frostland}} exploration and improving its effectiveness. Additional buildings for the {{twi|Logistics District}}, Trails and Laws that will allow expeditions to be more effective.
*{{twi|Logistics Bays}}
*Harvester Hangars
*Skyways
*Scouts' Headquarters
==City==
City Research focuses on City maintenance and {{twi|Housing District}} effectiveness.
*{{twi|Work Compensation}}
**Leisure
**Labour Organisation
**Alcohol
***Drugs Manufactory
*Maintenance Duty
*{{twi|Housing Block}}
*Famine Prevention
==Society==
Society Research focuses on Population wellbeing and growth, healthcare and crime prevention.
*Wathctowers
*Youth
**Parenthood
*Hospitals
==Hubs==
Hubs Research tree provides access to the variety of additional support hub buildings.
*Rail Hub
*Communication Hub
*Surveillance Hub
*Emergency Medical Hub
*Air Transport Hub
*Maintenance Hub
*Fighting Hub
==Beta Research Trees==
During the beta there were only 3 research trees and they were completely repurporsed for the game release.
===Survival===
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmills}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mines}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractors
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
===Economy===
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
===Society===
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Crime Elimination
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|Relationships}}
***Procreation
a3c4387252dfe4aba46b20b0650c7466104da57e
1294
1288
2024-09-23T18:26:08Z
Stankosh
7
/* City */
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are six sections to the Idea Tree in Frostpunk 2: Heating, Resources, Frostland, City, Society and the Hubs. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). These can produce [[building]]s or [[council]] laws as results.
Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research and supporting one faction's proposal will shift the Zeitgeist towards their ideology. All options can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law.
When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Research Time==
Based on the difficulty set in the game base research time for the ideas will differ drastically.
Research takes a variable amount of time and can be sped up by constructing additional {{twi|Research Institute|Research Institutes}} and {{twi|Teaching Hospital|Teaching Hospitals}} or passing certain laws, such as [[Mandatory Schools]]. Basic research time depends on the game difficulty. For example tier 1 research takes up 8/12/13/17 weeks for Citizen/Officer/Steward/Captain Difficulty with one Research Institute.
{| class="wikitable"
|+ Base research time for each difficulty
|-
! Research Tier !! Heatstamps !! Citizen !! Officer !! Steward !! Captain
|-
| 1 || 50 || 10 || 12 || 13 || 17
|-
| 2 || 100 || 18 || || ||
|-
| 3 || 200 || 27 || || ||
|}
==Heating==
Heating Research focus on unlocking {{twi|Heat}} related Ideas. They will help to lower the Heat consumption, increase Heat production or improve your {{twi|Generator}}.
*Generator Upgrade 1
*{{twi|Housing Insulation}}
**Heat Dispatcher
**Food Energy Efficiency
*{{twi|Coal Mines}}
**Geothermal Plants
***Advanced Geothermal Plants
**Pumpjacks
***Advanced Pumpjacks
**{{twi|Advanced Coal Mines}}
==Resources==
Resources Research are focused on production of various {{twi|Resources}} in the City, and the use of [[Workforce]].
*{{twi|Worker Shifts}}
** [[Waste Heat Conversion|Waste Heat Conversion:]]
*** New Work Model '''''(Radical)'''''
**Automated Workforce '''''(Radical)'''''
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*Filtration Towers
*Factories
**Goods Factories
**Prefabs Factories
**Composites Factories
*{{twi|Sawmills}}
**Advanced Sawmills
**{{twi|Charcoal Plants}}
**Foundries
==Frostland==
Resources Research are all about {{twi|Frostland}} exploration and improving its effectiveness. Additional buildings for the {{twi|Logistics District}}, Trails and Laws that will allow expeditions to be more effective.
*{{twi|Logistics Bays}}
*Harvester Hangars
*Skyways
*Scouts' Headquarters
==City==
City Research focuses on City maintenance and {{twi|Housing District}} effectiveness.
*{{twi|Work Compensation}}
**Leisure
**Labour Organisation
**Alcohol
***Drugs Manufactory
*Maintenance Duty
*{{twi|Housing Block Idea|Housing Block}}
*Famine Prevention
==Society==
Society Research focuses on Population wellbeing and growth, healthcare and crime prevention.
*Wathctowers
*Youth
**Parenthood
*Hospitals
==Hubs==
Hubs Research tree provides access to the variety of additional support hub buildings.
*Rail Hub
*Communication Hub
*Surveillance Hub
*Emergency Medical Hub
*Air Transport Hub
*Maintenance Hub
*Fighting Hub
==Beta Research Trees==
During the beta there were only 3 research trees and they were completely repurporsed for the game release.
===Survival===
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmills}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mines}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractors
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
===Economy===
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
===Society===
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Crime Elimination
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|Relationships}}
***Procreation
9b762a241656f6393dfac183aa4953a2a4936b3d
1296
1294
2024-09-23T18:33:09Z
Stankosh
7
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are six sections to the Idea Tree in Frostpunk 2: Heating, Resources, Frostland, City, Society and the Hubs. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). These can produce [[building]]s or [[council]] laws as results.
Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research and supporting one faction's proposal will shift the Zeitgeist towards their ideology. All options can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law.
When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Research Time==
Based on the difficulty set in the game base research time for the ideas will differ drastically.
Research takes a variable amount of time and can be sped up by constructing additional {{twi|Research Institute|Research Institutes}} and {{twi|Teaching Hospital|Teaching Hospitals}} or passing certain laws, such as [[Mandatory Schools]]. Basic research time depends on the game difficulty. For example tier 1 research takes up 8/12/13/17 weeks for Citizen/Officer/Steward/Captain Difficulty with one Research Institute.
{| class="wikitable"
|+ Base research time for each difficulty
|-
! Research Tier !! Heatstamps !! Citizen !! Officer !! Steward !! Captain
|-
| 1 || 50 || 10 || 12 || 13 || 17
|-
| 2 || 100 || 18 || || ||
|-
| 3 || 200 || 27 || || ||
|}
==Heating==
Heating Research focus on unlocking {{twi|Heat}} related Ideas. They will help to lower the Heat consumption, increase Heat production or improve your {{twi|Generator}}.
*Generator Upgrade 1
*{{twi|Housing Insulation}}
**Heat Dispatcher
**Food Energy Efficiency
*{{twi|Coal Mines}}
**Geothermal Plants
***Advanced Geothermal Plants
**Pumpjacks
***Advanced Pumpjacks
**{{twi|Advanced Coal Mines}}
==Resources==
Resources Research are focused on production of various {{twi|Resources}} in the City, and the use of [[Workforce]].
*{{twi|Worker Shifts}}
** [[Waste Heat Conversion|Waste Heat Conversion:]]
*** New Work Model '''''(Radical)'''''
**Automated Workforce '''''(Radical)'''''
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*Filtration Towers
*Factories
**Goods Factories
**Prefabs Factories
**Composites Factories
*{{twi|Sawmills}}
**Advanced Sawmills
**{{twi|Charcoal Plants}}
**Foundries
==Frostland==
Resources Research are all about {{twi|Frostland}} exploration and improving its effectiveness. Additional buildings for the {{twi|Logistics District}}, Trails and Laws that will allow expeditions to be more effective.
*{{twi|Logistics Bays}}
*Harvester Hangars
*Skyways
*Scouts' Headquarters
==City==
City Research focuses on City maintenance and {{twi|Housing District}} effectiveness.
*{{twi|Work Compensation}}
**Leisure
**Labour Organisation
**Alcohol
***Drugs Manufactory
*Maintenance Duty
*{{twi|Housing Block Idea|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
*Famine Prevention
==Society==
Society Research focuses on Population wellbeing and growth, healthcare and crime prevention.
*Wathctowers
*Youth
**Parenthood
*Hospitals
==Hubs==
Hubs Research tree provides access to the variety of additional support hub buildings.
*Rail Hub
*Communication Hub
*Surveillance Hub
*Emergency Medical Hub
*Air Transport Hub
*Maintenance Hub
*Fighting Hub
==Beta Research Trees==
During the beta there were only 3 research trees and they were completely repurporsed for the game release.
===Survival===
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmills}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mines}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractors
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
===Economy===
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
===Society===
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Crime Elimination
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|Relationships}}
***Procreation
07ca5dc8600d2b404fe42e699aa4731233d5b5ae
1300
1296
2024-09-23T18:53:49Z
Stankosh
7
/* Heating */
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are six sections to the Idea Tree in Frostpunk 2: Heating, Resources, Frostland, City, Society and the Hubs. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). These can produce [[building]]s or [[council]] laws as results.
Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research and supporting one faction's proposal will shift the Zeitgeist towards their ideology. All options can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law.
When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Research Time==
Based on the difficulty set in the game base research time for the ideas will differ drastically.
Research takes a variable amount of time and can be sped up by constructing additional {{twi|Research Institute|Research Institutes}} and {{twi|Teaching Hospital|Teaching Hospitals}} or passing certain laws, such as [[Mandatory Schools]]. Basic research time depends on the game difficulty. For example tier 1 research takes up 8/12/13/17 weeks for Citizen/Officer/Steward/Captain Difficulty with one Research Institute.
{| class="wikitable"
|+ Base research time for each difficulty
|-
! Research Tier !! Heatstamps !! Citizen !! Officer !! Steward !! Captain
|-
| 1 || 50 || 10 || 12 || 13 || 17
|-
| 2 || 100 || 18 || || ||
|-
| 3 || 200 || 27 || || ||
|}
==Heating==
Heating Research focus on unlocking {{twi|Heat}} related Ideas. They will help to lower the Heat consumption, increase Heat production or improve your {{twi|Generator}}.
*{{twi|Generator Upgrade 1}}
**Settlement Heating
**Genereator Upgrade 2
**Melting Deep Deposits
**Coal Liquefactors
*{{twi|Housing Insulation}}
**Heat Dispatcher
**Food Energy Efficiency
*{{twi|Coal Mines}}
**Geothermal Plants
***Advanced Geothermal Plants
**Pumpjacks
***Advanced Pumpjacks
**{{twi|Advanced Coal Mines}}
==Resources==
Resources Research are focused on production of various {{twi|Resources}} in the City, and the use of [[Workforce]].
*{{twi|Worker Shifts}}
** [[Waste Heat Conversion|Waste Heat Conversion:]]
*** New Work Model '''''(Radical)'''''
**Automated Workforce '''''(Radical)'''''
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*Filtration Towers
*Factories
**Goods Factories
**Prefabs Factories
**Composites Factories
*{{twi|Sawmills}}
**Advanced Sawmills
**{{twi|Charcoal Plants}}
**Foundries
==Frostland==
Resources Research are all about {{twi|Frostland}} exploration and improving its effectiveness. Additional buildings for the {{twi|Logistics District}}, Trails and Laws that will allow expeditions to be more effective.
*{{twi|Logistics Bays}}
*Harvester Hangars
*Skyways
*Scouts' Headquarters
==City==
City Research focuses on City maintenance and {{twi|Housing District}} effectiveness.
*{{twi|Work Compensation}}
**Leisure
**Labour Organisation
**Alcohol
***Drugs Manufactory
*Maintenance Duty
*{{twi|Housing Block Idea|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
*Famine Prevention
==Society==
Society Research focuses on Population wellbeing and growth, healthcare and crime prevention.
*Wathctowers
*Youth
**Parenthood
*Hospitals
==Hubs==
Hubs Research tree provides access to the variety of additional support hub buildings.
*Rail Hub
*Communication Hub
*Surveillance Hub
*Emergency Medical Hub
*Air Transport Hub
*Maintenance Hub
*Fighting Hub
==Beta Research Trees==
During the beta there were only 3 research trees and they were completely repurporsed for the game release.
===Survival===
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmills}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mines}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractors
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
===Economy===
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
===Society===
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Crime Elimination
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|Relationships}}
***Procreation
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Logistics Bays
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{{#set: icon=File:Frostland.png}}
[[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|How can we support more {{twi|Frostland Teams}}?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks addition {{twi|Logistics District}} Building: Logistics Bay that is focused on increasing the amount of available {{twi|Frostland Teams}}.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=
|Idea Required=
|Idea Unlocks=
|Idea Unlocks2=
|Idea Unlocks3=
|Idea Cost=50
|Research Duration=
|Building=Logistics Bay
}}
Neutral variant of {{PAGENAME}} Idea Research unlocks {{twiLogistics Bay}} Building. It provides {{twi|Frostland Teams}} for {{twi|Frostland}} exploration.
:"Facility where expedition equipment is stored and handled, allowing us to field more frostland teams."
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Lords}}
*{{twi|Thinkers}}
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=
|Idea Unlocks2=
|Idea Unlocks3=
|Idea Cost=50
|Research Duration=
|Building=Vanguard Logistics Bay
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Vanguard Logistics Bay}} Building. It provides 5 more {{twi|Frostland Teams}} than neutral variant.
:"Logistics bay storing and handling only essential survival gear and providing training on how to use it efficiently."
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
-{{twi|Proteans}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=
|Idea Unlocks2=
|Idea Unlocks3=
|Idea Cost=50
|Research Duration=
|Building=Automated Logistics Bay
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Automated Logistics Bay}} Building. It requires less {{twi|workforce}} than Neutral variant.
:"Logistics bay where machines manufacture expedition equipment on demand to minimise personnel and storage needs."
Following {{twi|Factions|Communities and Factions}} can develop Progress {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
*{{twi|Legionnaires}}
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{{#set: icon=File:Frostland.png}}
[[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|How can we support more {{twi|Frostland Teams}}?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks addition {{twi|Logistics District}} Building: Logistics Bay that is focused on increasing the amount of available {{twi|Frostland Teams}}.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=
|Idea Required=
|Idea Unlocks=
|Idea Unlocks2=
|Idea Unlocks3=
|Idea Cost=50
|Research Duration=
|Building=Logistics Bay
}}
Neutral variant of {{PAGENAME}} Idea Research unlocks {{twi|Logistics Bay}} Building. It provides {{twi|Frostland Teams}} for {{twi|Frostland}} exploration.
:"Facility where expedition equipment is stored and handled, allowing us to field more frostland teams."
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Lords}}
*{{twi|Thinkers}}
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=
|Idea Unlocks2=
|Idea Unlocks3=
|Idea Cost=50
|Research Duration=
|Building=Vanguard Logistics Bay
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Vanguard Logistics Bay}} Building. It provides 5 more {{twi|Frostland Teams}} than neutral variant.
:"Logistics bay storing and handling only essential survival gear and providing training on how to use it efficiently."
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
-{{twi|Proteans}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=
|Idea Unlocks2=
|Idea Unlocks3=
|Idea Cost=50
|Research Duration=
|Building=Automated Logistics Bay
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Automated Logistics Bay}} Building. It requires less {{twi|workforce}} than Neutral variant.
:"Logistics bay where machines manufacture expedition equipment on demand to minimise personnel and storage needs."
Following {{twi|Factions|Communities and Factions}} can develop Progress {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
*{{twi|Legionnaires}}
f0599420b63188d35b6286d5ad4418c26d6b1b0d
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{{#set: icon=File:Frostland.png}}
[[File:{{PAGENAME}}.png|thumb|Logistic Bays in the Idea Tree]]
{{quote|How can we support more {{twi|Frostland Teams}}?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks addition {{twi|Logistics District}} Building: Logistics Bay that is focused on increasing the amount of available {{twi|Frostland Teams}}.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=
|Idea Required=
|Idea Unlocks=
|Idea Unlocks2=
|Idea Unlocks3=
|Idea Cost=50
|Research Duration=
|Building=Logistics Bay
}}
Neutral variant of {{PAGENAME}} Idea Research unlocks {{twi|Logistics Bay}} Building. It provides {{twi|Frostland Teams}} for {{twi|Frostland}} exploration.
:"Facility where expedition equipment is stored and handled, allowing us to field more frostland teams."
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Lords}}
*{{twi|Thinkers}}
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=
|Idea Unlocks2=
|Idea Unlocks3=
|Idea Cost=50
|Research Duration=
|Building=Vanguard Logistics Bay
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Vanguard Logistics Bay}} Building. It provides 5 more {{twi|Frostland Teams}} than neutral variant.
:"Logistics bay storing and handling only essential survival gear and providing training on how to use it efficiently."
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Icebloods}}
*{{twi|Proteans}}
<br clear="all">
== Progress {{PAGENAME}} Variant==
{{Idea
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=
|Idea Unlocks2=
|Idea Unlocks3=
|Idea Cost=50
|Research Duration=
|Building=Automated Logistics Bay
}}
Progress variant of {{PAGENAME}} Idea Research unlocks {{twi|Automated Logistics Bay}} Building. It requires less {{twi|workforce}} than Neutral variant.
:"Logistics bay where machines manufacture expedition equipment on demand to minimise personnel and storage needs."
Following {{twi|Factions|Communities and Factions}} can develop Progress {{PAGENAME}} Idea:
*{{twi|Machinists}}
*{{twi|Technocrats}}
*{{twi|Legionnaires}}
1f4d413b2755c0dd80113c0abfa600a46c9a453b
Work Compensation
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{{#set: icon=File:Workforce.png}}
[[File:{{PAGENAME}}.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|What is the best way to compensate labour?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}} located in the Economy tab. Each version unlocks a policy option for the Work Compensation Labour {{twi|Law}} that will increase Resource Production Efficiency or increasse Trust at the cost or slightly decreased {{twi|Heatstamps}} Income per capita.
<br clear="all">
== Merit {{PAGENAME}} Variant==
{{Idea
|Name=Efficiency Bonuses
|Zeitgeist=Merit
|Idea Required=
|Idea Unlocks=Leisure
|Idea Unlocks2=Labour Organisation
|Idea Unlocks3=Alcohol
|Idea Cost=50
|Research Duration=
|Law=Efficiency Bonuses
}}
{{quote|To encourage competition, the City will allocate special bonuses to the people who work the most efficiently}}
Merit variant of {{PAGENAME}} Idea Research unlocks Efficiency Bonuses Law. It increases Resource Production Efficiency.
Following {{twi|Factions|Communities and Factions}} can develop Merit {{PAGENAME}} Idea:
*{{twi|Icebloods}}
*{{twi|Proteans}}
<br clear="all">
== Equality {{PAGENAME}} Variant==
{{Idea
|Name=Equal Pay
|Zeitgeist=Equality
|Idea Required=
|Idea Unlocks=Leisure
|Idea Unlocks2=Labour Organisation
|Idea Unlocks3=Alcohol
|Idea Cost=50
|Law=Equal Pay
}}
{{quote|Labour is labour and thus, all will earn equally. This will eliminate discrepancies between the workers and the elite.}}
Equality variant of {{PAGENAME}} Idea Research unlocks Equal Pay Law. It will rise Trust slightly but {{twi|Heatstamps}} Income per capita will be slightly decreased.
Following {{twi|Factions|Communities and Factions}} can develop Equality {{PAGENAME}} Idea:
*{{twi|Technocrats}}
*{{twi|Legionnaires}}
31910c0d400641043b6b2975d16e611725aca410
Housing Block Idea
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Stankosh moved page [[Housing Block]] to [[Housing Block Idea]] without leaving a redirect: Housing block is a building
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{{#set: icon=File:Shelter.png}}
[[File:{{PAGENAME}} Idea.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we best house a large number of citizens?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks Housing Block Building for Expanded {{twi|Housing District}} that increases the amount of {{twi|Shelter}} available in the City.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Name=Housing Block
|Zeitgeist=
|Idea Required=
|Idea Unlocks=Housing Distribution
|Idea Unlocks2=Workers' Housing
|Idea Unlocks3=Housing Insulation
|Idea Cost=50
|Research Duration=15
|Building=Housing Block
}}
Neutral variant of {{PAGENAME}} Idea Research unlocks {{twi|Housing Block}} Building. It provides 5 {{twi|Shelter}} for 5 {{twi|Heat}} demand.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Machinists}}
<br clear="all">
== Technocrats {{PAGENAME}} Variant==
{{Idea
|Name=Subsidised Housing Block
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Housing Distribution
|Idea Unlocks2=Workers' Housing
|Idea Unlocks3=Housing Insulation
|Idea Cost=50
|Research Duration=15
|Building=Subsidised Housing Block
}}
Technocrats variant of {{PAGENAME}} Idea Research unlocks {{twi|Subsidised Housing Block}} Building. It provides 10 {{twi|Shelter}} and 1 {{twi|Heatstamps}} for 5 {{twi|Heat}} demand.
Following {{twi|Factions|Communities and Factions}} can develop Progress {{PAGENAME}} Idea:
*{{twi|Technocrats}}
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Dense Housing Block
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Housing Distribution
|Idea Unlocks2=Workers' Housing
|Idea Unlocks3=Housing Insulation
|Idea Cost=50
|Research Duration=15
|Building=Dense Housing Block
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Subsidised Housing Block}} Building. It provides 15 {{twi|Shelter}} for 5 {{twi|Heat}} demand. and slightly increased {{twi|Disease}}
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Icebloods}}
69259f000a17f27456451f6661efd5b153ae71b8
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{{#set: icon=File:Shelter.png}}
[[File:Housing Block Idea.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we best house a large number of citizens?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It unlocks Housing Block Building for Expanded {{twi|Housing District}} that increases the amount of {{twi|Shelter}} available in the City.
<br clear="all">
== Neutral {{PAGENAME}} Variant==
{{Idea
|Name=Housing Block
|Zeitgeist=
|Idea Required=
|Idea Unlocks=Housing Distribution
|Idea Unlocks2=Workers' Housing
|Idea Cost=50
|Research Duration=
|Building=Housing Block
}}
Neutral variant of {{PAGENAME}} Idea Research unlocks {{twi|Housing Block}} Building. It provides 10 {{twi|Shelter}} for 20 {{twi|Heat}} demand.
Following {{twi|Factions|Communities and Factions}} can develop Neutral {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Machinists}}
*{{twi|Lords}}
*{{twi|Thinkers}}
<br clear="all">
== Equality {{PAGENAME}} Variant==
{{Idea
|Name=Subsidised Housing Block
|Zeitgeist=Equality
|Idea Required=
|Idea Unlocks=Housing Distribution
|Idea Unlocks2=Workers' Housing
|Idea Cost=50
|Research Duration=
|Building=Subsidised Housing Block
}}
Equality variant of {{PAGENAME}} Idea Research unlocks {{twi|Subsidised Housing Block}} Building. It provides 25 {{twi|Shelter}} for 1 {{twi|Heatstamps}} for 5 {{twi|Heat}} demand.
Following {{twi|Factions|Communities and Factions}} can develop Progress {{PAGENAME}} Idea:
*{{twi|Technocrats}}
*{{twi|Legionnaires}}
<br clear="all">
== Merit {{PAGENAME}} Variant==
{{Idea
|Name=Dense Housing Block
|Zeitgeist=Merit
|Idea Required=
|Idea Unlocks=Housing Distribution
|Idea Unlocks2=Workers' Housing
|Idea Cost=50
|Research Duration=
|Building=Dense Housing Block
}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks {{twi|Dense Housing Block}} Building. It provides 25 {{twi|Shelter}} for 20 {{twi|Heat}} demand and slightly increased {{twi|Disease}}
Following {{twi|Factions|Communities and Factions}} can develop Adaptation {{PAGENAME}} Idea:
*{{twi|Icebloods}}
*{{twi|Proteans}}
9fc4789efeea2e38c6783751b64a4784152b646d
File:Generator Upgrade 1 Idea.png
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Generator Upgrade 1 Idea
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Stankosh moved page [[File:Generator Upgrade 1.png]] to [[File:Generator Upgrade 1 Idea.png]] without leaving a redirect: misnamed
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Generator Upgrade 1 Idea
c348a2b4ae973adf4e04b1c2de5b2e134307a325
Generator Upgrade 1
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Created page with "{{#set: icon=File:Heat.png}} [[File:Generator Upgrade 1 Idea.png|thumb|{{PAGENAME}} in the Idea Tree]] {{quote|How can we use new types of fuels in the Generator?}} {{PAGENAME..."
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{{#set: icon=File:Heat.png}}
[[File:Generator Upgrade 1 Idea.png|thumb|{{PAGENAME}} in the Idea Tree]]
{{quote|How can we use new types of fuels in the Generator?}}
{{PAGENAME}} is one of the {{twi|Idea Tree|Idea Research}} in {{GAMENAME}}. It is being used to unlock new fuel types for the Generator in the Central District.
Once one of the Upgrade option Ideas will be researched other option will be locked out.
<br clear="all">
== Adaptation {{PAGENAME}} Variant==
{{Idea
|Name=Generator: Adaptive Pumps
|Image=Generator Upgrade 1 Idea.png
|Zeitgeist=Adaptation
|Idea Required=
|Idea Unlocks=Settlement Heating
|Idea Unlocks2=Generator Upgrade 2
|Idea Unlocks3=Melting Deep Deposits
|Idea Unlocks4=Coal Liquefactors
|Idea Cost=50
|Research Duration=
|Building=
}}
{{quote|Versatile pumps allowing the Generator to intake Oil and Steam in addition to Coal.}}
Adaptation variant of {{PAGENAME}} Idea Research unlocks Generator:Adaptive Pumps upgrade Building. It allows Generator to run on {{twi|Oil}}, {{twi|Coal}} or {{twi|Steam}}.
Following {{twi|Factions|Communities and Factions}} can develop Progress {{PAGENAME}} Idea:
*{{twi|Foragers}}
*{{twi|Proteans}}
<br clear="all">
== Merit {{PAGENAME}} Variant==
{{Idea
|Name=Generator: Oil Pumps
|Image=Generator Upgrade 1 Idea.png
|Zeitgeist=Progress
|Idea Required=
|Idea Unlocks=Settlement Heating
|Idea Unlocks2=Generator Upgrade 2
|Idea Unlocks3=Melting Deep Deposits
|Idea Unlocks4=Coal Liquefactors
|Idea Cost=50
|Research Duration=
|Building=
}}
{{quote|State-of-the art pumps optimised for Oil, Improving the efficiency of the Generator at the cost of foregoing the use of other fuels.}}
Progress variant of {{PAGENAME}} Idea Research unlocks Generator:Oil Pumps upgrade Building. It allows Generator to run on {{twi|Oil}} exclusively, but with increased efficiency. Oil Burnt in the generator will produce some {{twi|Squalor}}.
Following {{twi|Factions|Communities and Factions}} can develop Progress {{PAGENAME}} Idea:
*{{twi|Legionnaires}}
8147860b16473463633087bd2baba436486475fe
Generator
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The '''Generator''' in Frostpunk 2 is more abstract than the first game. It is still roughly in the middle of the playable Nation, situated within the {{twi|Central District}}, but its management is now automatic.
The Generator still generates {{twi|Heat}}, and if Heat is not fulfilled, the generator will no longer protect against [[Cold]]. In order to produce heat, the generator can consume {{twi|coal}} or [[oil]] as [[resource]]s, and will automatically scale its input accordingly and automatically.
In order to unlock additional fuel sources for the Generator it has to be upgraded. Upgrades needs to be unlocked via [[Generator_Upgrade_1|Generator Upgrade Research in the Idea Tree]] and are mutually exclusive. It can either run on {{Twi|Oil}} only or on {{twi|Coal}}, {{twi|Oil}} or {{twi|Steam}} after the upgrade.
The Steward can choose to overdrive the generator to improve the fuel to heat ratio. If the overdrive gets too high, a dangerous accident may occur that damages the [[population]].
According to a loading screen tip, all other districts have Power Hubs.
[[Category: game mechanics]]
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[[File:Generator.jpg|thumb|Zoomed in Generator]]
The '''Generator''' in Frostpunk 2 is more abstract than the first game. It is still roughly in the middle of the playable Nation, situated within the {{twi|Central District}}, but its management is now automatic.
The Generator still generates {{twi|Heat}}, and if Heat is not fulfilled, the generator will no longer protect against [[Cold]]. In order to produce heat, the generator can consume {{twi|coal}} or [[oil]] as [[resource]]s, and will automatically scale its input accordingly and automatically.
In order to unlock additional fuel sources for the Generator it has to be upgraded. Upgrades needs to be unlocked via [[Generator_Upgrade_1|Generator Upgrade Research in the Idea Tree]] and are mutually exclusive. It can either run on {{Twi|Oil}} only or on {{twi|Coal}}, {{twi|Oil}} or {{twi|Steam}} after the upgrade.
The Steward can choose to overdrive the generator to improve the fuel to heat ratio. If the overdrive gets too high, a dangerous accident may occur that damages the [[population]].
According to a loading screen tip, all other districts have Power Hubs.
[[Category: game mechanics]]
548069e2fb9ad078033d6f762c07e3000a034c34
File:Generator.jpg
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Generator Close Look
ce1dfb9cc752354bb545a15fe81f7013c63a03d1
User talk:Cyrob
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Frostpunk 2 Wiki and Guides
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Adding [[Template:Welcome|welcome message]] to new user's talk page
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{{Template:Welcome|realName=x x|name=Cyrob}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 19:48, 23 September 2024 (UTC)
f392f52a6c58eed6c24d6e09d1a3b06cab662d64
Frostbreaking
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Argresh
14
Correcting errors in population and heat stamp cost
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{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
This is the {{twi|Game Mechanics|mechanic}} used to clear hexagonal tiles so that [[district]]s can be placed.
Usually 8 [[Tile]]s must be chosen to Frostbreak at a time, indicated by the octagonal divisions near the mouse cursor. If 8 Tiles cannot be chosen because the aren't any more connecting tiles (in case of "Islands"), Frostbreaking will still cost full price and time. It costs 30 [[heatstamp]]s and reserves 200 workforce for 2 weeks.
[[Resource]] deposits under the ice will be highlighted, but pressing ALT key will make these deposits even easier to see. These are useful because they are required for certain [[districts]].
878d377faa76cb980b2b7e6abebb00cdc31f2cd1
User talk:Klypto
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Frostpunk 2 Wiki and Guides
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Adding [[Template:Welcome|welcome message]] to new user's talk page
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{{Template:Welcome|realName=x x|name=Klypto}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 08:15, 24 September 2024 (UTC)
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Zeitgeist
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2024-09-24T08:56:38Z
Klypto
29
Added a basic faction Table
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{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
'''Zeitgeist''' is a defining factor of the [[council]] and [[faction]] system that ties together with the {{twi|Idea Tree}} and Council laws. All ideas and laws fit onto the axes of ''{{twi|Survival||no}}'', ''{{twi|Economy||no}}'', and ''{{twi|Society||no}}''. Each community tends to favour a certain position on each axis.
The city will also favour an ideological position due to the player's actions, such as construction, research, and laws passed. The current Zeitgeist of the player's city can be viewed as bars in the bottom left of the screen.
==Ideological positions==
The ideological positions for Survival are called Adaptation and Progress.
The ideological positions for Economy are called Equality and Merit.
The ideological positions for Society are called Reason and Tradition.
==Ideologies List==
{{Card-half
|title=Adaptation
|image=Adaptation.png
|target=Adaptation
}}
{{Card-half
|title=Progress
|image=Progress.png
|target=Progress
}}
{{Card-half
|title=Equality
|image=Equality.png
|target=Equality
}}
{{Card-half
|title=Merit
|image=Merit.png
|target=Merit
}}
{{Card-half
|title=Reason
|image=Reason.png
|target=Reason
}}
{{Card-half
|title=Tradition
|image=Tradition.png
|target=Tradition
}}
==Communities and Factions==
Communities and [[Faction]]s tend to prefer certain solutions and positions. Using actions that support their ideology will increase relations with that faction.
For example, the Iceblood faction prefers Survival {{twi|Adaptation}}, Economic {{twi|Merit}}, and Societal {{twi|Tradition}}.
{| class="wikitable sortable"
|+Alignments
!Name
!Survival
!Economic
!Society
|-
|Foragers
|{{twi|Adaptation}}
|
|
|-
|Machinists
|{{twi|Progress}}
|
|
|-
|Merchants
|
|{{twi|Merit}}
|
|-
|Labourers
|
|{{twi|Equality}}
|
|-
|Thinkers
|
|
|{{twi|Reason}}
|-
|Lords
|
|
|{{twi|Tradition}}
|-
|Icebloods
|
|{{twi|Merit}}
|{{twi|Tradition}}
|-
|Technocrats
|
|{{twi|Equality}}
|{{twi|Reason}}
|-
|Proteans
|{{twi|Adaptation}}
|{{twi|Merit}}
|{{twi|Reason}}
|-
|Overseers
|{{twi|Progress}}
|{{twi|Merit}}
|{{twi|Tradition}}
|-
|Stalwarts
|{{twi|Progress}}
|{{twi|Merit}}
|{{twi|Reason}}
|-
|Legionnaires
|{{twi|Progress}}
|{{twi|Equality}}
|{{twi|Tradition}}
|-
|Bohemians
|{{twi|Adaptation}}
|{{twi|Equality}}
|{{twi|Reason}}
|-
|Venturers
|
|
|
|-
|Pilgrims
|{{twi|Adaptation}}
|{{twi|Equality}}
|{{twi|Tradition}}
|-
|Faithkeepers
|
|
|
|-
|Frostlanders
|{{twi|Adaptation}}
|
|
|-
|New Londoners
|{{twi|Progress}}
|
|
|-
|Wanderers
|
|
|
|-
|Slaves
|
|
|
|}
71e8ee40522a1e10419fe6b717cae05ac886cd06
User talk:Anarqueen
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Frostpunk 2 Wiki and Guides
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Adding [[Template:Welcome|welcome message]] to new user's talk page
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{{Template:Welcome|realName=x x|name=Anarqueen}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 10:02, 25 September 2024 (UTC)
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Heating Hub
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I changed the 25 Heat Demands to a 25 Materials Demands
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{{District
|Workforce Construction=100
|Heatstamps Construction=80
|Workforce Requirements=100
|Output1=Heat
|Output1 Amount=Proximity: Base Heat demand in neighbouring districts is decreased
|Materials Demand=25}}
{{#set: icon=File:{{PAGENAME}}.png}}
{{quote|A generator extension providing additional heat to neighbouring Housing, Food and Logistic districts.|Ingame Description}}
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Pilgrims Events
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Created page with "Those are {{twi|Pilgrims}} Faction {{twi|events}} that take place in {{GAMENAME}}. ==Pilgrims - A new voice== :Frostlanders have organised in a faction. These 'Pilgrims' for..."
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Those are {{twi|Pilgrims}} Faction {{twi|events}} that take place in {{GAMENAME}}.
==Pilgrims - A new voice==
:Frostlanders have organised in a faction. These 'Pilgrims' form a resilient, spirited community held together by the bonds of tradition.
ADAPTATION. The Generator is a monument to arrogance. We must cast it off, adapt and become free.
EQUALITY. Individuals should give to the whole all they can and take only from it only what they need.
TRADITION. We must tread well-worn paths or risk plunging into the abyss.
Unlock: **Deploy Guides** Community Action. Experienced Pilgrims with deep knowledge of the frost will guide scout teams.
Good Relations Perk: **Scouts Volunteers** (<scout symbol> Provides Frostland Teams)
==Pilgrims - Council info==
[[File:Pilgrims description.jpg|thumb|Pilgrims description at Council]]
FACTION. Bound by traditions and close communal relations so hermetic, some call them mystical. They believe the frostland should be embraced as everyone's new home.
(further description)
The Whiteout Years touched everyone both in and outside New London, but it especially transformed those that were caught in the thick of it. The Pilgrims have an air of mysticism about them, seeing the unseen in the whiteness of the frostland, hearing the unheard in the whispering of the wind.
They've seen steel break like glass under the winds of the whiteouts, and yet their spirit has remained unbroken. To them, relying on technology is hubris. They wish to break free from the Captain's legacy and learn to live without Generators or machines.
To do so, they devote themselves to the community and to upholding its traditions, even when survival demands sacrifices of individual lives or ambition. Needless to say, everything about their ideals is in direct conflict with how the Stalwarts would see model citizens of new London.
==Pilgrims - Rally==
[[File:Pilgrims rally.jpg|thumb|Pilgrims Rally Event]]
Feasts of preparation
Pilgrims rally
Steward, the Pilgrims have begun throwing feasts in celebration of the direction you've taken the City.
'Tonight, we eat our fill', one of their leaders says, as she waves smouldering bundles of herbs over the table. 'So that tomorrow, we have the strength to settle the frostland!'
Shrouded in a veil of incense, the Pilgrims hand out food and share exploration stories, invigorating other citizens.
Do you want to ask them to promote something specific?
* Contribute more workforce
* Contribute heatstamps
* Deploy guides
* Say nothing
==Pilgrims - Protest==
[[File:Pilgrims protest.jpg|thumb|Pilgrims Protest Event]]
Pilgrims protest
Rising tension
Steward, the Pilgrims have taken to the streets in protest against growing dependence on oil and the Generator.
'We cannot stand by and let the Stalwarts further bind the City to a single point of failure. We kept silent as the whiteout endangered us all, but no more!'
They evidently feel they have no further recourse to make their dissent known. They've deployed their tents in the middle of the district, joining them together, blocking production lines.
What should we do?
* Accept their demands
*Further their vision
* Convince them to stop
* Ignore for now
==Pilgrims - Devoted relations==
[[File:Pilgrims devoted.jpg|thumb|Pilgrims Devoted Relations Event]]
Pilgrims support the Steward
Devoted relations
Steward, good news. Due to good relations with Pilgrims, they offer their members as scouts, aiding in exploration efforts. They think it will help you solidify your rule.
If we want their continued support, we should maintain their approval.
As long as Relations with the Pilgrims are Devoted, their 'Volunteering Scouts' perk will remain active (<scout symbol> Provides Frostland Teams)
- I see
==Pilgrims - Running on fumes==
[[File:Pilgrims runnin on fumes.jpg|thumb|Pilgrims Running on Fumes Event]]
Running on fumes
Pilgrims
Steward, the Pilgrims have begun lacing oil with various herbs and substances, and burning the mixture as if it were incense.
They steep themselves in the smog, running the concoction through their masks directly into their lungs. They claim the trance they enter allows them to see hidden ways in the frostland, paths to landmarks and hidden places.
Their ritual harms no one; the amount of oil they require is negligible and their work has not been affected.
If anything, they seem more impassioned than ever.
'''Relations with the Pilgrims improved after we pledged to embrace the Frost.'''
<fervour symbol> Pilgrim's Fervour is increased
- I see
== Pilgrims - Nose in the air==
[[File:Pilgrims nose in the air.jpg|thumb|Pilgrims Nose in the Air Event]]
Nose in the air
Pilgrims
Steward, every day at noon, the Pilgrims gather around their elderly prophets and imbibe in their fume-induced fugue states.
The Stalwarts complain that this schedule reduces efficiency during their shifts, not to mention, nearby workers end up intoxicated by the fumes as well.
But there's no denying that the Pilgrims have become more effective at charting the frostland, be it through some truth in their mysticism or some fortifying placebo effect.
What should we do?
* Allow vision rituals
* No real harm is done, especially as they're useful for exploration.
* <unlock symbol> Unlocks the 'Deploy Seers' Pilgrims' Action
* <fervour symbol> Pilgrim's Fervour is increased
* Ban vision rituals
* This is a ridiculous disturbance, not worth the benefit it brings.
== Pilgrims - High at work==
[[File:Pilgrims high at work.jpg|thumb|Pilgrims High at Work Event]]
(triangle popup)
(if vision rituals are allowed)
Morten Pollard, 48, city planner
High at work
This is ridiculous, I just want to go to work, do my job and go home. Apparently, that's too much to ask!
Instead, I get to spend every shift in a proimity-induced stupor and go home smelling like I survived an oil spill in a herb garden that some religious fanatic set on fire.
Yeah, sure, everyone has their weird quirks. But can't we all just keep them to ourselves?
'''Vision rituals have begun affecting coworkers.'''
== Pilgrims - By your leave==
[[File:Pilgrims by your leave.jpg|thumb|Pilgrims By Your Leave Event]]
(happens right before the whiteout)
By your leave
Supply run
Steward, the Pilgrims have decided to send their strongest travellers out before the whiteout to search the surrounding area for supplies.
With their parkas as their shield, they intend to walk the frostland unscathed, united under one tent and guided by their prophets' visions.
They don't appear to be asking.
*Supply their journey
*Send them with food and our blessing.
*<food symbol> -10,000 Food Stockpile
*Let them leave
*We cannot spare the supplies, but we'll allow their leave.
*Stop them
*Send the guards to collect them. No one abandons our City.
== Pilgrims - Triumphant return==
[[File:Pilgrims triumphant return.jpg|thumb|Pilgrims Triumphant Return Event]]
(if they were supplied for the journey)
Triumphant return
Supply run
Steward, the Pilgrims who left to search the frostland for supplies have returned.
Thanks to your generosity, they were able to rescue a group of Frostlanders who had been eking out a meagre living amongst the ice. They've brought them back to the City, as well as a hefty supply of food.
'''Pilgrims return with food and people.'''
+25,000 {{twi|Food}} Stockpile <Frostlanders symbol> 500 Frostlanders
== Pilgrims - Till human voices wake us==
[[File:Pilgrims till human voices wake us.jpg|thumb|Pilgrims Till Human Voices Wake Us Event]]
Till human voices wake us
Pilgrims
Steward, there's been an usual development.
Some Stalwart elders claim the winds of the whiteout... 'call for them'. To ease the City of their burden. That the gale is strong enough to carry them to the afterlife. They request we cease caring for them. Effectively, they're asking for assisted suicide.
The Stalwarts blame the Pilgrim caretakers for planting these ideas. 'My nan never gave two shits about heaven before', one said. 'Now she's some sort of martyr?!'
'They've been asking for death for months in this whiteout.' A Pilgrim pushed back. 'If they actually visited their elders, they'd know that.'
*Dismiss the caretakers
*Perhaps it's best if Stalwart caretakers look after Stalwarts.
*<workforce symbol> Percentage of Active is increased
*<relations symbol> Relations worsen with: Pilgrims
*Grant the elders death
*(red) Stalwart elders will be refused provisions and allowed to die.
*(blue) Population needs will decrease for some time.
*<fervour symbol> Pilgrims' Fervour is increased
== Pilgrims - Refused assisted suicide==
[[File:Pilgrims refused assisted suicide.jpg|thumb|Pilgrims Refused Assisted Suicide Event]]
(triangle popup)
(if refused assisted suicide)
Maria Goodman, 68, former engineer
Journaling to improve her memory
These minutes, hours, days rot inside me. I feel it. I smell it. I cannot escape the rancid stench of time.
My name is Maria. I am an endless maw. Who visits me? My name is M ari aA. I eat and eat and eat and eatandeatandeat.
I wonder if that Pilgrim woman will bathe me today. I wonder if we'll have cake today. They will not let me die.
'''Pilgrims will never forget that we forced the elderly to live against their wishes.'''
== Pilgrims - Completed Peace Agreement==
[[File:Pilgrims completed peace agreement.jpg|thumb|Pilgrims Completed Peace Agreement Event]]
(triangle popup)
(after the peace agreement for Pilgrims is done)
Euphemia Rogers, 37, Pilgrims member
Looking out the window
This City is not yet what we dream of.
But it's a step, a crucial step towards setting things right for us. We might adapt to the cold, thrive and live within it..
If the Steward can maintain this, we might just be able to attain this 'peace' they keep talking about.
'''You have completed your Peace Agreement with Pilgrims'''
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List of {{twi|Pilgrims}} Faction {{twi|events}} that take place in {{GAMENAME}}.
==Pilgrims - A new voice==
:Frostlanders have organised in a faction. These 'Pilgrims' form a resilient, spirited community held together by the bonds of tradition.
ADAPTATION. The Generator is a monument to arrogance. We must cast it off, adapt and become free.
EQUALITY. Individuals should give to the whole all they can and take only from it only what they need.
TRADITION. We must tread well-worn paths or risk plunging into the abyss.
Unlock: **Deploy Guides** Community Action. Experienced Pilgrims with deep knowledge of the frost will guide scout teams.
Good Relations Perk: **Scouts Volunteers** (<scout symbol> Provides Frostland Teams)
==Pilgrims - Council info==
[[File:Pilgrims description.jpg|thumb|Pilgrims description at Council]]
FACTION. Bound by traditions and close communal relations so hermetic, some call them mystical. They believe the frostland should be embraced as everyone's new home.
(further description)
The Whiteout Years touched everyone both in and outside New London, but it especially transformed those that were caught in the thick of it. The Pilgrims have an air of mysticism about them, seeing the unseen in the whiteness of the frostland, hearing the unheard in the whispering of the wind.
They've seen steel break like glass under the winds of the whiteouts, and yet their spirit has remained unbroken. To them, relying on technology is hubris. They wish to break free from the Captain's legacy and learn to live without Generators or machines.
To do so, they devote themselves to the community and to upholding its traditions, even when survival demands sacrifices of individual lives or ambition. Needless to say, everything about their ideals is in direct conflict with how the Stalwarts would see model citizens of new London.
==Pilgrims - Rally==
[[File:Pilgrims rally.jpg|thumb|Pilgrims Rally Event]]
Feasts of preparation
Pilgrims rally
Steward, the Pilgrims have begun throwing feasts in celebration of the direction you've taken the City.
'Tonight, we eat our fill', one of their leaders says, as she waves smouldering bundles of herbs over the table. 'So that tomorrow, we have the strength to settle the frostland!'
Shrouded in a veil of incense, the Pilgrims hand out food and share exploration stories, invigorating other citizens.
Do you want to ask them to promote something specific?
* Contribute more workforce
* Contribute heatstamps
* Deploy guides
* Say nothing
==Pilgrims - Protest==
[[File:Pilgrims protest.jpg|thumb|Pilgrims Protest Event]]
Pilgrims protest
Rising tension
Steward, the Pilgrims have taken to the streets in protest against growing dependence on oil and the Generator.
'We cannot stand by and let the Stalwarts further bind the City to a single point of failure. We kept silent as the whiteout endangered us all, but no more!'
They evidently feel they have no further recourse to make their dissent known. They've deployed their tents in the middle of the district, joining them together, blocking production lines.
What should we do?
* Accept their demands
*Further their vision
* Convince them to stop
* Ignore for now
==Pilgrims - Devoted relations==
[[File:Pilgrims devoted.jpg|thumb|Pilgrims Devoted Relations Event]]
Pilgrims support the Steward
Devoted relations
Steward, good news. Due to good relations with Pilgrims, they offer their members as scouts, aiding in exploration efforts. They think it will help you solidify your rule.
If we want their continued support, we should maintain their approval.
As long as Relations with the Pilgrims are Devoted, their 'Volunteering Scouts' perk will remain active (<scout symbol> Provides Frostland Teams)
- I see
==Pilgrims - Running on fumes==
[[File:Pilgrims runnin on fumes.jpg|thumb|Pilgrims Running on Fumes Event]]
Running on fumes
Pilgrims
Steward, the Pilgrims have begun lacing oil with various herbs and substances, and burning the mixture as if it were incense.
They steep themselves in the smog, running the concoction through their masks directly into their lungs. They claim the trance they enter allows them to see hidden ways in the frostland, paths to landmarks and hidden places.
Their ritual harms no one; the amount of oil they require is negligible and their work has not been affected.
If anything, they seem more impassioned than ever.
'''Relations with the Pilgrims improved after we pledged to embrace the Frost.'''
<fervour symbol> Pilgrim's Fervour is increased
- I see
== Pilgrims - Nose in the air==
[[File:Pilgrims nose in the air.jpg|thumb|Pilgrims Nose in the Air Event]]
Nose in the air
Pilgrims
Steward, every day at noon, the Pilgrims gather around their elderly prophets and imbibe in their fume-induced fugue states.
The Stalwarts complain that this schedule reduces efficiency during their shifts, not to mention, nearby workers end up intoxicated by the fumes as well.
But there's no denying that the Pilgrims have become more effective at charting the frostland, be it through some truth in their mysticism or some fortifying placebo effect.
What should we do?
* Allow vision rituals
* No real harm is done, especially as they're useful for exploration.
* <unlock symbol> Unlocks the 'Deploy Seers' Pilgrims' Action
* <fervour symbol> Pilgrim's Fervour is increased
* Ban vision rituals
* This is a ridiculous disturbance, not worth the benefit it brings.
== Pilgrims - High at work==
[[File:Pilgrims high at work.jpg|thumb|Pilgrims High at Work Event]]
(triangle popup)
(if vision rituals are allowed)
Morten Pollard, 48, city planner
High at work
This is ridiculous, I just want to go to work, do my job and go home. Apparently, that's too much to ask!
Instead, I get to spend every shift in a proimity-induced stupor and go home smelling like I survived an oil spill in a herb garden that some religious fanatic set on fire.
Yeah, sure, everyone has their weird quirks. But can't we all just keep them to ourselves?
'''Vision rituals have begun affecting coworkers.'''
== Pilgrims - By your leave==
[[File:Pilgrims by your leave.jpg|thumb|Pilgrims By Your Leave Event]]
(happens right before the whiteout)
By your leave
Supply run
Steward, the Pilgrims have decided to send their strongest travellers out before the whiteout to search the surrounding area for supplies.
With their parkas as their shield, they intend to walk the frostland unscathed, united under one tent and guided by their prophets' visions.
They don't appear to be asking.
*Supply their journey
*Send them with food and our blessing.
*<food symbol> -10,000 Food Stockpile
*Let them leave
*We cannot spare the supplies, but we'll allow their leave.
*Stop them
*Send the guards to collect them. No one abandons our City.
== Pilgrims - Triumphant return==
[[File:Pilgrims triumphant return.jpg|thumb|Pilgrims Triumphant Return Event]]
(if they were supplied for the journey)
Triumphant return
Supply run
Steward, the Pilgrims who left to search the frostland for supplies have returned.
Thanks to your generosity, they were able to rescue a group of Frostlanders who had been eking out a meagre living amongst the ice. They've brought them back to the City, as well as a hefty supply of food.
'''Pilgrims return with food and people.'''
+25,000 {{twi|Food}} Stockpile <Frostlanders symbol> 500 Frostlanders
== Pilgrims - Till human voices wake us==
[[File:Pilgrims till human voices wake us.jpg|thumb|Pilgrims Till Human Voices Wake Us Event]]
Till human voices wake us
Pilgrims
Steward, there's been an usual development.
Some Stalwart elders claim the winds of the whiteout... 'call for them'. To ease the City of their burden. That the gale is strong enough to carry them to the afterlife. They request we cease caring for them. Effectively, they're asking for assisted suicide.
The Stalwarts blame the Pilgrim caretakers for planting these ideas. 'My nan never gave two shits about heaven before', one said. 'Now she's some sort of martyr?!'
'They've been asking for death for months in this whiteout.' A Pilgrim pushed back. 'If they actually visited their elders, they'd know that.'
*Dismiss the caretakers
*Perhaps it's best if Stalwart caretakers look after Stalwarts.
*<workforce symbol> Percentage of Active is increased
*<relations symbol> Relations worsen with: Pilgrims
*Grant the elders death
*(red) Stalwart elders will be refused provisions and allowed to die.
*(blue) Population needs will decrease for some time.
*<fervour symbol> Pilgrims' Fervour is increased
== Pilgrims - Refused assisted suicide==
[[File:Pilgrims refused assisted suicide.jpg|thumb|Pilgrims Refused Assisted Suicide Event]]
(triangle popup)
(if refused assisted suicide)
Maria Goodman, 68, former engineer
Journaling to improve her memory
These minutes, hours, days rot inside me. I feel it. I smell it. I cannot escape the rancid stench of time.
My name is Maria. I am an endless maw. Who visits me? My name is M ari aA. I eat and eat and eat and eatandeatandeat.
I wonder if that Pilgrim woman will bathe me today. I wonder if we'll have cake today. They will not let me die.
'''Pilgrims will never forget that we forced the elderly to live against their wishes.'''
== Pilgrims - Completed Peace Agreement==
[[File:Pilgrims completed peace agreement.jpg|thumb|Pilgrims Completed Peace Agreement Event]]
(triangle popup)
(after the peace agreement for Pilgrims is done)
Euphemia Rogers, 37, Pilgrims member
Looking out the window
This City is not yet what we dream of.
But it's a step, a crucial step towards setting things right for us. We might adapt to the cold, thrive and live within it..
If the Steward can maintain this, we might just be able to attain this 'peace' they keep talking about.
'''You have completed your Peace Agreement with Pilgrims'''
12e4fa168cdbd8372e2e33e7addac3f508b47f4c
Events
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{{PAGENAME}} have a lot of events that might or might not happen depending on the conditions. Some events will be triggered by low amounts of {{twi|resources}}, some in response to [[Council]] laws or lack of them, some by the {{twi|factions}} being unhappy about something. Proper management of events is a key to the city survival.
{{Card-half
|title=Pilgrims Faction Events
|image=Pilgrims.png
|target=Pilgrims Events
}}
{{Card-half
|title=Too Many Mouths to Feed
|image=Too Many Mouths to Feed.jpg
|target=Too Many Mouths to Feed
}}
{{Card-half
|title=Cutthroat Economy
|image=Cutthroat Economy.png
|target=
}}
{{Card-half
|title=Unwanted Destiny
|image=Unwanted Destiny.jpg
|target=Unwanted Destiny
}}
ff1a022c77bfa56e23b2bcb543070ba9b519ce48
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2024-09-26T10:53:15Z
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wikitext
text/x-wiki
{{PAGENAME}} have a lot of events that might or might not happen depending on the conditions. Some events will be triggered by low amounts of {{twi|resources}}, some in response to [[Council]] laws or lack of them, some by the {{twi|factions}} being unhappy about something. Proper management of events is a key to the city survival.
==Faction Events==
Event chains that revolve around faction activities.
{{Card-half
|title=Pilgrims Faction Events
|image=Pilgrims.png
|target=Pilgrims Events
}}
==Synergy and Anti-Synergy==
{{Card
|title=[[Synergies Events]]
|image=
|target=Synergies Events
|content=List of the Synergy events that occur if Steward obtains specific combination of Laws, Buildings and Ideas.
}}
==Other Events==
{{Card-half
|title=Too Many Mouths to Feed
|image=Too Many Mouths to Feed.jpg
|target=Too Many Mouths to Feed
}}
{{Card-half
|title=Cutthroat Economy
|image=Cutthroat Economy.png
|target=
}}
{{Card-half
|title=Unwanted Destiny
|image=Unwanted Destiny.jpg
|target=Unwanted Destiny
}}
62e0cf0814c1658a61db5a2ffb38d73c06a21106
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2024-09-28T08:07:15Z
Stankosh
7
/* Synergy and Anti-Synergy */
wikitext
text/x-wiki
{{PAGENAME}} have a lot of events that might or might not happen depending on the conditions. Some events will be triggered by low amounts of {{twi|resources}}, some in response to [[Council]] laws or lack of them, some by the {{twi|factions}} being unhappy about something. Proper management of events is a key to the city survival.
==Faction Events==
Event chains that revolve around faction activities.
{{Card-half
|title=Pilgrims Faction Events
|image=Pilgrims.png
|target=Pilgrims Events
}}
==Synergy and Anti-Synergy==
{{Card
|title=[[Synergies Events]]
|image=
|target=Synergies Events
|content=List of the Synergy events that occur if Steward obtains specific combination of Laws, Buildings and Ideas that yields positive outcome.
}}
{{Card
|title=[[Contradicting Events]]
|image=
|target=Contradicting Events
|content=List of the Contradicting events that occur if Steward obtains specific combination of Laws, Buildings and Ideas that yields negative outcome.
}}
==Other Events==
{{Card-half
|title=Too Many Mouths to Feed
|image=Too Many Mouths to Feed.jpg
|target=Too Many Mouths to Feed
}}
{{Card-half
|title=Cutthroat Economy
|image=Cutthroat Economy.png
|target=
}}
{{Card-half
|title=Unwanted Destiny
|image=Unwanted Destiny.jpg
|target=Unwanted Destiny
}}
05ddf41ce3328d953e38e7f19449d89a1d2fee91
File:Youth Patrols.jpg
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Youth Patrols Event
2933d0fa80b4bb269d4dd0dc5f88e4d3818588fb
Synergies Events
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Stankosh
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Created page with "List of Frostpunk 2 Synergy events caused by obtaining matching technologies, laws and buildings that have positive effect when conditions are met. ==Youth Patrols== File:Y..."
wikitext
text/x-wiki
List of Frostpunk 2 Synergy events caused by obtaining matching technologies, laws and buildings that have positive effect when conditions are met.
==Youth Patrols==
[[File:Youth Patrols.jpg|thumb|Youth Patrols Event]]
{{twi|Patrol Watchtowers}} & Dutiful Youth
Steward, we are pleased to report that our guard patrols' response time has improved thanks to the watchful eye of young volunteers.
"These young citizens are so much help", said an appreciative guard. "They monitor their neighbourhoods, keeping tabs on troublesome individuals and reporting the misdemeanours they spot. They give me hope for the future."
:"Dutiful Youth" is more effective at decreasing {{twi|Crime}} as long as you have active {{twi|Patrol Watchtowers}}
48e1b3aee334b51573834a735af97973edfcdfbd
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wikitext
text/x-wiki
List of Frostpunk 2 Synergy events caused by obtaining matching technologies, laws and buildings that have positive effect when conditions are met.
==Youth Patrols==
[[File:Youth Patrols.jpg|thumb|Youth Patrols Event]]
{{twi|Patrol Watchtowers}} & Dutiful Youth
Steward, we are pleased to report that our guard patrols' response time has improved thanks to the watchful eye of young volunteers.
"These young citizens are so much help", said an appreciative guard. "They monitor their neighbourhoods, keeping tabs on troublesome individuals and reporting the misdemeanours they spot. They give me hope for the future."
:"Dutiful Youth" is more effective at decreasing {{twi|Crime}} as long as you have active {{twi|Patrol Watchtowers}}
==Liquid Pleasure==
{{twi|Pleasure Commons}} & State Run Alcohol Shops
==TBA==
Human Experimentation & Experimental Treatment
9b05b8f08d385b16c56a40bfea739d447183b43a
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wikitext
text/x-wiki
List of Frostpunk 2 Synergy {{twi|events}} caused by obtaining matching technologies, laws and buildings that have positive effect when conditions are met.
Visit {{twi|Contradicting Events}} for negative combinations.
==Youth Patrols==
[[File:Youth Patrols.jpg|thumb|Youth Patrols Event]]
{{twi|Patrol Watchtowers}} & Dutiful Youth
Steward, we are pleased to report that our guard patrols' response time has improved thanks to the watchful eye of young volunteers.
"These young citizens are so much help", said an appreciative guard. "They monitor their neighbourhoods, keeping tabs on troublesome individuals and reporting the misdemeanours they spot. They give me hope for the future."
:"Dutiful Youth" is more effective at decreasing {{twi|Crime}} as long as you have active {{twi|Patrol Watchtowers}}
==Liquid Pleasure==
{{twi|Pleasure Commons}} & State Run Alcohol Shops
==TBA==
Human Experimentation & Experimental Treatment
993e06973e9d7fcdca9c6bab0600a320927d2a5b
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2024-10-05T14:54:13Z
Stankosh
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wikitext
text/x-wiki
List of Frostpunk 2 Synergy {{twi|events}} caused by obtaining matching technologies, laws and buildings that have positive effect when conditions are met.
Visit {{twi|Contradicting Events}} for negative combinations.
==Nothing Lost==
[[File:Nothing Lost.jpg|thumb|150px|Nothing Lost Event]]
{{twi|Biowaste Hothouse}} & Foraged Additives
Stewards, our biowaste hothouse has begun cooperating with people who forage for food additives in the frostland.
On top of their regular duties, they provide it with leaves, animal carcasses and faeces in order to enrich its compost.
This will, no doubt, increase our Food output.
:"Biowaste Hothouse" produces more {{twi|Food}} thanks to Foraged Additives.
<br clear="all">
==TBA==
Chemical Hothouse & Chemical Additives
==Youth Patrols==
[[File:Youth Patrols.jpg|thumb|150px|Youth Patrols Event]]
{{twi|Patrol Watchtowers}} & Dutiful Youth
Steward, we are pleased to report that our guard patrols' response time has improved thanks to the watchful eye of young volunteers.
"These young citizens are so much help", said an appreciative guard. "They monitor their neighbourhoods, keeping tabs on troublesome individuals and reporting the misdemeanours they spot. They give me hope for the future."
:"Dutiful Youth" is more effective at decreasing {{twi|Crime}} as long as you have active {{twi|Patrol Watchtowers}}
<br clear="all">
==Liquid Pleasure==
[[File:Liquid Pleasure.jpg|thumb|150px|Liquid Pleasure Event]]
{{twi|Pleasure Commons}} & State Run Alcohol Shops
Steward, our sales of alcohol are up, driven by the heavy consumption in our Pleasure Commons.
"Skirts, booze... the City has a monopoly on all the fun", grinned a floor manager. "Supplying it all in the same place is genius. Keeps Joe Bloggs happy and our pockets full."
:"City-Run Alcohol Shops" is more effective at increasing {{twi|Heatstamps}} Income as long as you have active {{twi|Pleasure Commons}}
<br clear="all">
==Science Fodder==
[[File:Science Fodder.jpg|thumb|150px|Science Fodder Event]]
Human Experimentation & Experimental Treatment
Steward, our doctors are thankful for the seemingly endless supply of criminals they can use for their medical trials.
"These specimens are ideal for our experiments", said one of them. "No liability, no restraint: we can experiment freely without dear of the consequences."
:Casualties from "Conduct Medical Trials" do not decrease Trust while "Experimental Treatment" and "Human Experimentation" are both active.
<br clear="all">
==TBA==
Pharmacy Test Facilities & Harvesting Funerals
==TBA==
Mandatory Crowding & Dense Housing Blocks
==TBA==
Unproductive do Maintenance & Labor Oversight
f3d13caf6859d5213c990a16ef2ea28dc276ec7e
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wikitext
text/x-wiki
List of Frostpunk 2 Synergy {{twi|events}} caused by obtaining matching technologies, laws and buildings that have positive effect when conditions are met.
Visit {{twi|Contradicting Events}} for negative combinations.
==Nothing Lost==
[[File:Nothing Lost.jpg|thumb|150px|Nothing Lost Event]]
{{twi|Biowaste Hothouse}} & Foraged Additives
Stewards, our biowaste hothouse has begun cooperating with people who forage for food additives in the frostland.
On top of their regular duties, they provide it with leaves, animal carcasses and faeces in order to enrich its compost.
This will, no doubt, increase our Food output.
:"Biowaste Hothouse" produces more {{twi|Food}} thanks to Foraged Additives.
<br clear="all">
==TBA==
Chemical Hothouse & Chemical Additives
==Youth Patrols==
[[File:Youth Patrols.jpg|thumb|150px|Youth Patrols Event]]
{{twi|Patrol Watchtowers}} & Dutiful Youth
Steward, we are pleased to report that our guard patrols' response time has improved thanks to the watchful eye of young volunteers.
"These young citizens are so much help", said an appreciative guard. "They monitor their neighbourhoods, keeping tabs on troublesome individuals and reporting the misdemeanours they spot. They give me hope for the future."
:"Dutiful Youth" is more effective at decreasing {{twi|Crime}} as long as you have active {{twi|Patrol Watchtowers}}
<br clear="all">
==Liquid Pleasure==
[[File:Liquid Pleasure.jpg|thumb|150px|Liquid Pleasure Event]]
{{twi|Pleasure Commons}} & State Run Alcohol Shops
Steward, our sales of alcohol are up, driven by the heavy consumption in our Pleasure Commons.
"Skirts, booze... the City has a monopoly on all the fun", grinned a floor manager. "Supplying it all in the same place is genius. Keeps Joe Bloggs happy and our pockets full."
:"City-Run Alcohol Shops" is more effective at increasing {{twi|Heatstamps}} Income as long as you have active {{twi|Pleasure Commons}}
<br clear="all">
==Science Fodder==
[[File:Science Fodder.jpg|thumb|150px|Science Fodder Event]]
Human Experimentation & Experimental Treatment
Steward, our doctors are thankful for the seemingly endless supply of criminals they can use for their medical trials.
"These specimens are ideal for our experiments", said one of them. "No liability, no restraint: we can experiment freely without dear of the consequences."
:Casualties from "Conduct Medical Trials" do not decrease Trust while "Experimental Treatment" and "Human Experimentation" are both active.
<br clear="all">
==Learning From the Grave==
[[File:Learning From the Grave.jpg|thumb|150px|Learning From the Grave]]
Pharmacy Test Facilities & Harvesting Funerals
Stewards, our scientists have developed new ways to use the leftovers from harvesting dunerals to speed up their research. "We can perform all sorts of experiments without worrying about resources", declared an axhilarated scientist.
"We even have a "body farm" where we can study decomposition in a variety of setting", he went on, giddy with excitement.
:"Pharmaceutical Testing Laboratory" Research Speed bonus is increased while "Harvesting Funerals is active
<br clear="all">
==Under Watchful Eyes==
[[File:Under Watchful Eyes.jpg|thumb|150px|Under Watchful Eyes]]
Workers' Dormitories & Labour Oversight
Steward, some foremen are proud to report that they found new ways to improve the productivity of workers residing in dormitories.
"To limit idleness and ensure punctuality, we monitor and streamline their off-duty routines", said one of them. "We rouse them at the appointed hour, time their preparation, these kinds of things. SImple yet efficient."
:"Labour Oversight" is more effective at increasing Production Efficiency as long as you have active Workers' Dormitories
<br clear="all">
==TBA==
Mandatory Crowding & Dense Housing Blocks
==TBA==
Unproductive do Maintenance & Labor Oversight
627fc7e836ddc5d007a18abfc1887747827dc736
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Stankosh
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wikitext
text/x-wiki
List of Frostpunk 2 Synergy {{twi|events}} caused by obtaining matching technologies, laws and buildings that have positive effect when conditions are met.
Visit {{twi|Contradicting Events}} for negative combinations.
==Nothing Lost==
[[File:Nothing Lost.jpg|thumb|150px|Nothing Lost Event]]
{{twi|Biowaste Hothouse}} & Foraged Additives
Stewards, our biowaste hothouse has begun cooperating with people who forage for food additives in the frostland.
On top of their regular duties, they provide it with leaves, animal carcasses and faeces in order to enrich its compost.
This will, no doubt, increase our Food output.
:"Biowaste Hothouse" produces more {{twi|Food}} thanks to Foraged Additives.
<br clear="all">
==TBA==
Chemical Hothouse & Chemical Additives
==Youth Patrols==
[[File:Youth Patrols.jpg|thumb|150px|Youth Patrols Event]]
{{twi|Patrol Watchtowers}} & Dutiful Youth
Steward, we are pleased to report that our guard patrols' response time has improved thanks to the watchful eye of young volunteers.
"These young citizens are so much help", said an appreciative guard. "They monitor their neighbourhoods, keeping tabs on troublesome individuals and reporting the misdemeanours they spot. They give me hope for the future."
:"Dutiful Youth" is more effective at decreasing {{twi|Crime}} as long as you have active {{twi|Patrol Watchtowers}}
<br clear="all">
==Liquid Pleasure==
[[File:Liquid Pleasure.jpg|thumb|150px|Liquid Pleasure Event]]
{{twi|Pleasure Commons}} & State Run Alcohol Shops
Steward, our sales of alcohol are up, driven by the heavy consumption in our Pleasure Commons.
"Skirts, booze... the City has a monopoly on all the fun", grinned a floor manager. "Supplying it all in the same place is genius. Keeps Joe Bloggs happy and our pockets full."
:"City-Run Alcohol Shops" is more effective at increasing {{twi|Heatstamps}} Income as long as you have active {{twi|Pleasure Commons}}
<br clear="all">
==Science Fodder==
[[File:Science Fodder.jpg|thumb|150px|Science Fodder Event]]
Human Experimentation & Experimental Treatment
Steward, our doctors are thankful for the seemingly endless supply of criminals they can use for their medical trials.
"These specimens are ideal for our experiments", said one of them. "No liability, no restraint: we can experiment freely without dear of the consequences."
:Casualties from "Conduct Medical Trials" do not decrease Trust while "Experimental Treatment" and "Human Experimentation" are both active.
<br clear="all">
==Learning From the Grave==
[[File:Learning From the Grave.jpg|thumb|150px|Learning From the Grave]]
Pharmacy Test Facilities & Harvesting Funerals
Stewards, our scientists have developed new ways to use the leftovers from harvesting dunerals to speed up their research. "We can perform all sorts of experiments without worrying about resources", declared an axhilarated scientist.
"We even have a "body farm" where we can study decomposition in a variety of setting", he went on, giddy with excitement.
:"Pharmaceutical Testing Laboratory" Research Speed bonus is increased while "Harvesting Funerals is active
<br clear="all">
==Under Watchful Eyes==
[[File:Under Watchful Eyes.jpg|thumb|150px|Under Watchful Eyes]]
Workers' Dormitories & Labour Oversight
Steward, some foremen are proud to report that they found new ways to improve the productivity of workers residing in dormitories.
"To limit idleness and ensure punctuality, we monitor and streamline their off-duty routines", said one of them. "We rouse them at the appointed hour, time their preparation, these kinds of things. Simple yet efficient."
:"Labour Oversight" is more effective at increasing Production Efficiency as long as you have active Workers' Dormitories
<br clear="all">
==TBA==
Mandatory Crowding & Dense Housing Blocks
==TBA==
Unproductive do Maintenance & Labor Oversight
==TBA==
Communal Parenthood & Family Apprenticeship
==TBA==
Teaching Hospitals & Ceremonial Funerals
==TBA==
All do Maintenance & Family Apprenticeship
==TBA==
Heatpipe Watch & Family Apprenticeship
8ab711eef7a5548182d498be8a3207809740d93d
1360
1358
2024-10-06T01:55:42Z
Stankosh
7
wikitext
text/x-wiki
List of Frostpunk 2 Synergy {{twi|events}} caused by obtaining matching technologies, laws and buildings that have positive effect when conditions are met. The good results stay as long as you have the combination of the prerequesites active.
Visit {{twi|Contradicting Events}} for negative combinations.
==Nothing Lost==
[[File:Nothing Lost.jpg|thumb|150px|Nothing Lost Event]]
{{twi|Biowaste Hothouse}} & Foraged Additives
Stewards, our biowaste hothouse has begun cooperating with people who forage for food additives in the frostland.
On top of their regular duties, they provide it with leaves, animal carcasses and faeces in order to enrich its compost.
This will, no doubt, increase our Food output.
:"Biowaste Hothouse" produces more {{twi|Food}} thanks to Foraged Additives.
<br clear="all">
==TBA==
Chemical Hothouse & Chemical Additives
==Youth Patrols==
[[File:Youth Patrols.jpg|thumb|150px|Youth Patrols Event]]
{{twi|Patrol Watchtowers}} & Dutiful Youth
Steward, we are pleased to report that our guard patrols' response time has improved thanks to the watchful eye of young volunteers.
"These young citizens are so much help", said an appreciative guard. "They monitor their neighbourhoods, keeping tabs on troublesome individuals and reporting the misdemeanours they spot. They give me hope for the future."
:"Dutiful Youth" is more effective at decreasing {{twi|Crime}} as long as you have active {{twi|Patrol Watchtowers}}
<br clear="all">
==Liquid Pleasure==
[[File:Liquid Pleasure.jpg|thumb|150px|Liquid Pleasure Event]]
{{twi|Pleasure Commons}} & State Run Alcohol Shops
Steward, our sales of alcohol are up, driven by the heavy consumption in our Pleasure Commons.
"Skirts, booze... the City has a monopoly on all the fun", grinned a floor manager. "Supplying it all in the same place is genius. Keeps Joe Bloggs happy and our pockets full."
:"City-Run Alcohol Shops" is more effective at increasing {{twi|Heatstamps}} Income as long as you have active {{twi|Pleasure Commons}}
<br clear="all">
==Science Fodder==
[[File:Science Fodder.jpg|thumb|150px|Science Fodder Event]]
Human Experimentation & Experimental Treatment
Steward, our doctors are thankful for the seemingly endless supply of criminals they can use for their medical trials.
"These specimens are ideal for our experiments", said one of them. "No liability, no restraint: we can experiment freely without dear of the consequences."
:Casualties from "Conduct Medical Trials" do not decrease Trust while "Experimental Treatment" and "Human Experimentation" are both active.
<br clear="all">
==Learning From the Grave==
[[File:Learning From the Grave.jpg|thumb|150px|Learning From the Grave]]
Pharmacy Test Facilities & Harvesting Funerals
Stewards, our scientists have developed new ways to use the leftovers from harvesting dunerals to speed up their research. "We can perform all sorts of experiments without worrying about resources", declared an axhilarated scientist.
"We even have a "body farm" where we can study decomposition in a variety of setting", he went on, giddy with excitement.
:"Pharmaceutical Testing Laboratory" Research Speed bonus is increased while "Harvesting Funerals is active
<br clear="all">
==Under Watchful Eyes==
[[File:Under Watchful Eyes.jpg|thumb|150px|Under Watchful Eyes]]
Workers' Dormitories & Labour Oversight
Steward, some foremen are proud to report that they found new ways to improve the productivity of workers residing in dormitories.
"To limit idleness and ensure punctuality, we monitor and streamline their off-duty routines", said one of them. "We rouse them at the appointed hour, time their preparation, these kinds of things. Simple yet efficient."
:"Labour Oversight" is more effective at increasing Production Efficiency as long as you have active Workers' Dormitories
<br clear="all">
==Other Synergy Events==
Here is the list of other events that yield positive outcome, but currently need more info to be added to their separate section:
*Mandatory Crowding & Dense Housing Blocks
*Unproductive do Maintenance & Labor Oversight
*Communal Parenthood & Family Apprenticeship
*Teaching Hospitals & Ceremonial Funerals
*All do Maintenance & Family Apprenticeship
*Heatpipe Watch & Family Apprenticeship
b0ca3fc22abcf38420e1a4669698d4c458000180
1362
1360
2024-10-06T01:56:40Z
Stankosh
7
wikitext
text/x-wiki
List of Frostpunk 2 Synergy {{twi|events}} caused by obtaining matching technologies, laws and buildings that have positive effect when conditions are met. The good results stay as long as you have the combination of the prerequisites active.
Visit {{twi|Contradicting Events}} for negative combinations.
==Nothing Lost==
[[File:Nothing Lost.jpg|thumb|150px|Nothing Lost Event]]
{{twi|Biowaste Hothouse}} & Foraged Additives
Stewards, our biowaste hothouse has begun cooperating with people who forage for food additives in the frostland.
On top of their regular duties, they provide it with leaves, animal carcasses and faeces in order to enrich its compost.
This will, no doubt, increase our Food output.
:"Biowaste Hothouse" produces more {{twi|Food}} thanks to Foraged Additives.
<br clear="all">
==TBA==
Chemical Hothouse & Chemical Additives
==Youth Patrols==
[[File:Youth Patrols.jpg|thumb|150px|Youth Patrols Event]]
{{twi|Patrol Watchtowers}} & Dutiful Youth
Steward, we are pleased to report that our guard patrols' response time has improved thanks to the watchful eye of young volunteers.
"These young citizens are so much help", said an appreciative guard. "They monitor their neighbourhoods, keeping tabs on troublesome individuals and reporting the misdemeanours they spot. They give me hope for the future."
:"Dutiful Youth" is more effective at decreasing {{twi|Crime}} as long as you have active {{twi|Patrol Watchtowers}}
<br clear="all">
==Liquid Pleasure==
[[File:Liquid Pleasure.jpg|thumb|150px|Liquid Pleasure Event]]
{{twi|Pleasure Commons}} & State Run Alcohol Shops
Steward, our sales of alcohol are up, driven by the heavy consumption in our Pleasure Commons.
"Skirts, booze... the City has a monopoly on all the fun", grinned a floor manager. "Supplying it all in the same place is genius. Keeps Joe Bloggs happy and our pockets full."
:"City-Run Alcohol Shops" is more effective at increasing {{twi|Heatstamps}} Income as long as you have active {{twi|Pleasure Commons}}
<br clear="all">
==Science Fodder==
[[File:Science Fodder.jpg|thumb|150px|Science Fodder Event]]
Human Experimentation & Experimental Treatment
Steward, our doctors are thankful for the seemingly endless supply of criminals they can use for their medical trials.
"These specimens are ideal for our experiments", said one of them. "No liability, no restraint: we can experiment freely without dear of the consequences."
:Casualties from "Conduct Medical Trials" do not decrease Trust while "Experimental Treatment" and "Human Experimentation" are both active.
<br clear="all">
==Learning From the Grave==
[[File:Learning From the Grave.jpg|thumb|150px|Learning From the Grave]]
Pharmacy Test Facilities & Harvesting Funerals
Stewards, our scientists have developed new ways to use the leftovers from harvesting dunerals to speed up their research. "We can perform all sorts of experiments without worrying about resources", declared an axhilarated scientist.
"We even have a "body farm" where we can study decomposition in a variety of setting", he went on, giddy with excitement.
:"Pharmaceutical Testing Laboratory" Research Speed bonus is increased while "Harvesting Funerals is active
<br clear="all">
==Under Watchful Eyes==
[[File:Under Watchful Eyes.jpg|thumb|150px|Under Watchful Eyes]]
Workers' Dormitories & Labour Oversight
Steward, some foremen are proud to report that they found new ways to improve the productivity of workers residing in dormitories.
"To limit idleness and ensure punctuality, we monitor and streamline their off-duty routines", said one of them. "We rouse them at the appointed hour, time their preparation, these kinds of things. Simple yet efficient."
:"Labour Oversight" is more effective at increasing Production Efficiency as long as you have active Workers' Dormitories
<br clear="all">
==Other Synergy Events==
Here is the list of other events that yield positive outcome, but currently need more info to be added to their separate section:
*Mandatory Crowding & Dense Housing Blocks
*Unproductive do Maintenance & Labor Oversight
*Communal Parenthood & Family Apprenticeship
*Teaching Hospitals & Ceremonial Funerals
*All do Maintenance & Family Apprenticeship
*Heatpipe Watch & Family Apprenticeship
45e347dda0b59867dee439052e3112a99cd7cc4a
1368
1362
2024-10-06T04:30:35Z
Stankosh
7
wikitext
text/x-wiki
List of Frostpunk 2 Synergy {{twi|events}} caused by obtaining matching technologies, laws and buildings that have positive effect when conditions are met. The good results stay as long as you have the combination of the prerequisites active.
Visit {{twi|Contradicting Events}} for negative combinations.
==Nothing Lost==
[[File:Nothing Lost.jpg|thumb|150px|Nothing Lost Event]]
{{twi|Biowaste Hothouse}} & Foraged Additives
Stewards, our biowaste hothouse has begun cooperating with people who forage for food additives in the frostland.
On top of their regular duties, they provide it with leaves, animal carcasses and faeces in order to enrich its compost.
This will, no doubt, increase our Food output.
:"Biowaste Hothouse" produces more {{twi|Food}} thanks to Foraged Additives.
<br clear="all">
==Chemical Synergy==
[[File:Chemical Synergy.jpg|thumb|150px|Chemical Synergy Event]]
{{twi|Chemical Hothouse}} & Chemical Additives
Steward, our chemical hotsouse has figured out a way to use our preoduction of chemical additives to its advantage.
The agricultural engineers have idenigied chemical by-products that can be used to increase the efficiency of fertiliseers.
This will, no doubt, increase our Food output.
:Chemical Hothouse produces more {{twi|Food}} thanks to Chemical Additives.
:Food modifier increased from +27.5 to +45 for {{twi|Chemical Hothouse}} after event is triggered
<br clear="all">
==Youth Patrols==
[[File:Youth Patrols.jpg|thumb|150px|Youth Patrols Event]]
{{twi|Patrol Watchtowers}} & Dutiful Youth
Steward, we are pleased to report that our guard patrols' response time has improved thanks to the watchful eye of young volunteers.
"These young citizens are so much help", said an appreciative guard. "They monitor their neighbourhoods, keeping tabs on troublesome individuals and reporting the misdemeanours they spot. They give me hope for the future."
:"Dutiful Youth" is more effective at decreasing {{twi|Crime}} as long as you have active {{twi|Patrol Watchtowers}}
<br clear="all">
==Liquid Pleasure==
[[File:Liquid Pleasure.jpg|thumb|150px|Liquid Pleasure Event]]
{{twi|Pleasure Commons}} & State Run Alcohol Shops
Steward, our sales of alcohol are up, driven by the heavy consumption in our Pleasure Commons.
"Skirts, booze... the City has a monopoly on all the fun", grinned a floor manager. "Supplying it all in the same place is genius. Keeps Joe Bloggs happy and our pockets full."
:"City-Run Alcohol Shops" is more effective at increasing {{twi|Heatstamps}} Income as long as you have active {{twi|Pleasure Commons}}
<br clear="all">
==Science Fodder==
[[File:Science Fodder.jpg|thumb|150px|Science Fodder Event]]
Human Experimentation & Experimental Treatment
Steward, our doctors are thankful for the seemingly endless supply of criminals they can use for their medical trials.
"These specimens are ideal for our experiments", said one of them. "No liability, no restraint: we can experiment freely without dear of the consequences."
:Casualties from "Conduct Medical Trials" do not decrease Trust while "Experimental Treatment" and "Human Experimentation" are both active.
<br clear="all">
==Learning From the Grave==
[[File:Learning From the Grave.jpg|thumb|150px|Learning From the Grave]]
Pharmacy Test Facilities & Harvesting Funerals
Stewards, our scientists have developed new ways to use the leftovers from harvesting dunerals to speed up their research. "We can perform all sorts of experiments without worrying about resources", declared an axhilarated scientist.
"We even have a "body farm" where we can study decomposition in a variety of setting", he went on, giddy with excitement.
:"Pharmaceutical Testing Laboratory" Research Speed bonus is increased while "Harvesting Funerals is active
<br clear="all">
==Under Watchful Eyes==
[[File:Under Watchful Eyes.jpg|thumb|150px|Under Watchful Eyes]]
Workers' Dormitories & Labour Oversight
Steward, some foremen are proud to report that they found new ways to improve the productivity of workers residing in dormitories.
"To limit idleness and ensure punctuality, we monitor and streamline their off-duty routines", said one of them. "We rouse them at the appointed hour, time their preparation, these kinds of things. Simple yet efficient."
:"Labour Oversight" is more effective at increasing Production Efficiency as long as you have active Workers' Dormitories
<br clear="all">
==Other Synergy Events==
Here is the list of other events that yield positive outcome, but currently need more info to be added to their separate section:
*Mandatory Crowding & Dense Housing Blocks
*Unproductive do Maintenance & Labor Oversight
*Teaching Hospitals & Ceremonial Funerals
*All do Maintenance & Family Apprenticeship
*Heatpipe Watch & Family Apprenticeship
62b55e9cf19a58b90990b32c068b025c1064e415
Main Page
0
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{{Welcome-header}}
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If you are interested in Frostpunk 1, visit [[frostpunk:Main_Page|Frostpunk 1 Wiki at Game Vault]].
==About Frostpunk 2==
Frostpunk 2 is a city-survival city builder game made by [https://www.11bitstudios.com/ 11 Bit Studios]. Take the role of a Steward and lead your city through a cascade of calamities taking place in a postapocalyptic, snowy setting. Build large city districts with their string of endless needs and demands. Navigate through conflicting interests of factions that populate your metropolis. As the needs of the city grow and factional power at its core rises, only you can steer the society towards an uncertain future.
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Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community. In order to maintain uniformity please checkout the [[Editing Guideline]].
1a9771088e7e2b6656f461b602f96a967559b514
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2024-09-28T09:52:55Z
Stankosh
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wikitext
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{{SEO
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| keywords = Frostpunk 2 Wiki, Frostpunk Wiki, Frostpunk 2, Frostpunk 2 Guides, Frostpunk 2 tips, Wiki, Game Vault, FP2, FP2 Wiki, FP2 Guides
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Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
If you are interested in Frostpunk 1, visit [[frostpunk:Main_Page|Frostpunk 1 Wiki at Game Vault]].
==About Frostpunk 2==
Frostpunk 2 is a city-survival city builder game made by [https://www.11bitstudios.com/ 11 Bit Studios]. Take the role of a Steward and lead your city through a cascade of calamities taking place in a postapocalyptic, snowy setting. Build large city districts with their string of endless needs and demands. Navigate through conflicting interests of factions that populate your metropolis. As the needs of the city grow and factional power at its core rises, only you can steer the society towards an uncertain future. [[Frostpunk 2|More info on Frostpunk 2]]
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community. In order to maintain uniformity please checkout the [[Editing Guideline]].
7937f445d051329f6d1972bb5dc332f6cb1c46e8
User talk:Vector impulse
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Frostpunk 2 Wiki and Guides
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Adding [[Template:Welcome|welcome message]] to new user's talk page
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{{Template:Welcome|realName=x x|name=Vector impulse}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 03:48, 27 September 2024 (UTC)
026f587cb1ec593896d75b54d67ada13f452e85a
User talk:Worker
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2024-09-27T08:31:45Z
Frostpunk 2 Wiki and Guides
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Adding [[Template:Welcome|welcome message]] to new user's talk page
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{{Template:Welcome|realName=x x|name=Worker}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 08:31, 27 September 2024 (UTC)
fb404bd728c2dbc26ac4a682ce73cee25863ef63
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2024-09-27T08:39:37Z
Worker
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Added descriptions to Venturers.
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{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Communities==
===Foragers===
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
Forced to adapt to the harsh conditions of the frostland, the foragers put their faith in the endurance of the human spirit over machines.
"As the frost covered the earth, these people and their ancestors were caught beyond the safety of the Generator cities. Forced to adapt to the harsh conditions of the frostland, they learned to survive against all odds.
"At times, Foragers decide to settle in the cities once again. However, the ordeal of surviving the frost has developed a lasting mark.
"They believe adaption is key and growing reliant on technological gimmicks invites disaster. Machines tend to break down as soon as conditions deteriorate. Human spirit is a lot more enduring.
Foragers support the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
===Machinists===
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
Descending from the City's builders and first inhabitants, they believe the answer to every question lies in the appropriate application of technology.
"These people are descendants of groups that build the initial cities and maintained their machinery. They faced the Great Frost huddled around the Generator and believe this technological marvel is why they are alive at all today.
"This belief shapes them. When there is a problem, they would seek a way to solve it through automation, by devising machines to do the work or exploit available resources to ensure good safety margins.
"To them, technological progress is the only way to ensure survival, and maybe even prosperity.
Machinists support the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
===Merchants===
[[File:Merchants.png|thumb]]
:"Opportunity rewards those with merit."
Industrious and enterprising people, the Merchants believe fortune favours the clever and the rest should simply work harder.
"Descending from shopkeepers and traders of the Old Empire, these enterprising people always have an eye for a good deal - be it fiscal or political.
"They attract those who are strong of will, who would do whatever necessary to win and who expect to bask in the fruits of their labour afterwards.
Always willing to throw in for a debate, or plummet prices to drive out competitor's shops, Merchants are firmly on the side of merit over quality.
"After all, a little competition can only benefit the everyman.
Merchants support the {{twi|Merit}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
===Wanderers===
[[File:Wanderers.png|thumb]]
Wanderers first appear in Prologue story mode and currently not available in the Utopia game mode.
<br clear="all">
===New Londoners===
[[File:New Londoners.png|thumb]]
:"Through technological progress, New London will thrive."
Attached to the City and its Generator, the citizens of New London have stayed together through thick and thin.
They value technology, which they credit for getting them through the Great Storm.
"Every New Londoner claims that they, or their parents, arrived on the first dreadnought after the fall of Old London. City dwellers by nature, they look unfavourable on the Frostlanders' growing demands.
"The ordeal of facing the Great Storm shaped them to their core. They sacrificed a lot to make sure the generator powers the City through the worst. To them, that's proof that the only way to survive is to double down on progressing technology.
"They share this view with the stalwarts, but are otherwise not as fervent as them. They value their dedication in keeping the City running through the worst of it, but often wish they were less radical about it.
New Londoners support the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
You can encounter them in the New London story scenario. They resemble same ideology ideas as Machinists from the Utopia freeplay communities.
<br clear="all">
===Frostlanders===
[[File:Foragers.png|thumb]]
:"Adaption is the only way to live in the frost."
Originally hailing from New London, these colonists off frostland outposts tried to establish a permanent foothold beyond the City.
The Whiteout Years destroyed that dream, but taught them value of adaption and grit.
"The frostlanders are not in New London by choice, but by necessity. While some initially hail from the City, they left to colonise the frostland: partly to answer the call of the wild, partly to escape what they deem an 'oppressive' atmosphere in the City.
"These excursions hardened them, teaching them the value of adaptation and grit. However, no amount of willpower was sufficient to withstand the Whiteout Years. They were forced to return, one settlement after the next.
"It's no secret that many of them initially left because of the growing influence of Stalwarts. They hope that the death of the Captain will give them a chance to finally make their voice heard.
Frostlanders support the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]].
You can encounter them in the New London story scenario. They resemble same ideology ideas as Foragers from the Utopia freeplay communities.
<br clear="all">
===Thinkers===
[[File:Thinkers.png|thumb]]
:"Reason requires us to change with the times."
Theorists and intellectuals focused on the transformation of society, the Thinkers are determined to be harbringers of change.
"Many different people found shelter in the North after the chaos of evacuations. Among them were some of the intellectuals hailing from the large cities of the old empire.
"Having survived the Great Storm and finding some semblance of stability during the Whiteout Years, they formed a sort of post-Frost bourgeoisie. They believe the only way for society to rebuild is to follow the rational reordering of society and discarding of outdated mores.
"To them, tradition is nothing but a blanket of lead, weighing society down. The world is a blank slate. It's time to begin anew.
Thinkers support the {{twi|Reason}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Lords===
[[File:Lords.png|thumb]]
:"Tradition is the bedrock of society."
They share traditional values passed down from distinguished old-world families, believing the old ways to be the bedrock of society.
"Though many of the Lords claim descent from distinguished old-world families, others simply agree with the old-fashioned ideals supported by this community. Those attracted to their ranks adhere to traditional values and believe in fixed social roles.
"They firmly believe that, historically, it has been change and haphazard progress that has got this world into trouble. To them, the many tragedies that transpired during the fall of Old London were rooted in social upheaval and the chaos that followed.
"To them, it's clear: it's the old ways that ultimately saw us through. They will do so now too.
Lords support the {{twi|Tradition}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Slaves===
[[File:Slaves.png|thumb]]
<br clear="all">
===Labourers===
[[File:Labourers.png|thumb]]
:"Every worker should benefit equally."
Originating from physical labourers and factory workers, this group values equality and the needs of the many over the individual.
"The Labourers trace their roots back to the Old-Empire factory workers and their ilk. Many of them, or their fathers and mothers, bore the brunt of the work that was necessary to ensure survival of the City before and during the Great Storm - toiling in the mines, constructing buildings in the extreme cold.
"Both their descent and their ordeal drive home the importance of the group over the individual. They attract those humble in spirit and desire, who would sooner help their fellow worker stand than step over them to take their spoils.
"They learned and truly believe that if one of us falls, we all will.
Labourers support the {{twi|Equality}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
==Factions==
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists. To paraphrase their manifesto (not a direct quote): "Embrace Adaptation, reward Merit, honour Tradition."
<br clear="all">
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
<br clear="all">
===Proteans===
[[File:Evolvers.png|thumb]]
Striving towards merit-driven evolution, these rationalists attract those most dedicated to adaptation - even if it requires sacrificing life and limb.
Proteans support the Survival {{twi|Adaptation}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Overseers===
[[File:Overseers.png|thumb]]
Overseers support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Stalwarts===
[[File:Stalwarts.png|thumb]]
:"Progress for the glory of New London. Merit forges the Strongest. Reason for order, order for control"
Disciples of the Captain, who introduced Order as a core tenet of New London. Strict, controlling and devoted to the Captain's memory.
"´The Stalwarts' were established by those who helped the Captain maintain Order in New London during the Great Frost. They took the ideals of efficiency, control and order and ensured they remained central in the City for years to come.
"They're adamant that the City Cannot only survive, but thrive, as long as it works like a well-oiled, constantly optimised machine. To them, no change is off limits if it brings more efficiency, be it a technological change - or a social one.
"Naturally, anyone opposing these ideals is considered 'backwards' at best and an 'enemy of the city' at worst. This breeds tension, especially with those looking outside the city.
Stalwarts support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Legionnaires===
[[File:Legionnaires.png|thumb]]
These disciplined equals treat themselves as the front line in the war against the Great Frost; valuing cohesion and tradition, they enlist from the City's most steadfast.
Legionnaires support the Survival {{twi|Progress}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Bohemians===
[[File:Bohemians.png|thumb]]
Overseers support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Venturers===
[[File:Venturers.png|thumb]]
"Oppotunists in every sense of the word, the Venturers are the competitor's competitor. They comprise those who fortune has favoured and they see no reason for that to change.
They attract those who value individual achievement over that of the group, seeing themselves as inspiration for the less affluent. They bet on anything that can put them ahead, be it the newest technological breakthrough or a radical idea remaking social norms.
After all, anything can become an opportunity to stay on top, and prograss is paramount. Through progress, something's bound to trickle down for everyone else in the City."
Meticulous individualists, these opportunists recruit from those drawn to a good deal, be it social or technological.
Venturers support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.<br clear="all">
===Pilgrims===
[[File:Pilgrims.png|thumb]]
:"Adapt; the frost humbles all. All are equal in the frostland. Tradition will ground and guide us."
Bound by traditions and close communal relations so hermetic, some call them mystical.
They believe the frostland should be embraced as everyone's new home.
"The Whiteout Years touched everyone both in and outside New London, but it especially transformed those that were caught in the thick of it. The pilgrims have an air of mysticism about them, seeing the unseen in the whiteness of the frostland, hearing the unheard in the whispering of the wind.
"They've seen steel break like glass under the winds of the whiteouts, and yet their spirit has remained unbroken. To them, relying on technology is hubris. They wish to break free from the Captain's legacy and learn to live without Generators or machines.
To do so, they devote themselves to the community and to upholding its traditions, even when survival demands sacrifice of individual lives or ambition. Needless to say, everything about their ideals is in direct conflict with how the Stalwarts would see model citizens of New London.
Pilgrims support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Faithkeepers===
[[File:Faithkeepers.png|thumb]]
<br clear="all">
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
4527d2615458627da52a14413763652bc2632619
1336
1335
2024-09-27T08:40:37Z
Worker
32
wikitext
text/x-wiki
{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Communities==
===Foragers===
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
Forced to adapt to the harsh conditions of the frostland, the foragers put their faith in the endurance of the human spirit over machines.
"As the frost covered the earth, these people and their ancestors were caught beyond the safety of the Generator cities. Forced to adapt to the harsh conditions of the frostland, they learned to survive against all odds.
"At times, Foragers decide to settle in the cities once again. However, the ordeal of surviving the frost has developed a lasting mark.
"They believe adaption is key and growing reliant on technological gimmicks invites disaster. Machines tend to break down as soon as conditions deteriorate. Human spirit is a lot more enduring.
Foragers support the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
===Machinists===
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
Descending from the City's builders and first inhabitants, they believe the answer to every question lies in the appropriate application of technology.
"These people are descendants of groups that build the initial cities and maintained their machinery. They faced the Great Frost huddled around the Generator and believe this technological marvel is why they are alive at all today.
"This belief shapes them. When there is a problem, they would seek a way to solve it through automation, by devising machines to do the work or exploit available resources to ensure good safety margins.
"To them, technological progress is the only way to ensure survival, and maybe even prosperity.
Machinists support the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
===Merchants===
[[File:Merchants.png|thumb]]
:"Opportunity rewards those with merit."
Industrious and enterprising people, the Merchants believe fortune favours the clever and the rest should simply work harder.
"Descending from shopkeepers and traders of the Old Empire, these enterprising people always have an eye for a good deal - be it fiscal or political.
"They attract those who are strong of will, who would do whatever necessary to win and who expect to bask in the fruits of their labour afterwards.
Always willing to throw in for a debate, or plummet prices to drive out competitor's shops, Merchants are firmly on the side of merit over quality.
"After all, a little competition can only benefit the everyman.
Merchants support the {{twi|Merit}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
===Wanderers===
[[File:Wanderers.png|thumb]]
Wanderers first appear in Prologue story mode and currently not available in the Utopia game mode.
<br clear="all">
===New Londoners===
[[File:New Londoners.png|thumb]]
:"Through technological progress, New London will thrive."
Attached to the City and its Generator, the citizens of New London have stayed together through thick and thin.
They value technology, which they credit for getting them through the Great Storm.
"Every New Londoner claims that they, or their parents, arrived on the first dreadnought after the fall of Old London. City dwellers by nature, they look unfavourable on the Frostlanders' growing demands.
"The ordeal of facing the Great Storm shaped them to their core. They sacrificed a lot to make sure the generator powers the City through the worst. To them, that's proof that the only way to survive is to double down on progressing technology.
"They share this view with the stalwarts, but are otherwise not as fervent as them. They value their dedication in keeping the City running through the worst of it, but often wish they were less radical about it.
New Londoners support the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
You can encounter them in the New London story scenario. They resemble same ideology ideas as Machinists from the Utopia freeplay communities.
<br clear="all">
===Frostlanders===
[[File:Foragers.png|thumb]]
:"Adaption is the only way to live in the frost."
Originally hailing from New London, these colonists off frostland outposts tried to establish a permanent foothold beyond the City.
The Whiteout Years destroyed that dream, but taught them value of adaption and grit.
"The frostlanders are not in New London by choice, but by necessity. While some initially hail from the City, they left to colonise the frostland: partly to answer the call of the wild, partly to escape what they deem an 'oppressive' atmosphere in the City.
"These excursions hardened them, teaching them the value of adaptation and grit. However, no amount of willpower was sufficient to withstand the Whiteout Years. They were forced to return, one settlement after the next.
"It's no secret that many of them initially left because of the growing influence of Stalwarts. They hope that the death of the Captain will give them a chance to finally make their voice heard.
Frostlanders support the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]].
You can encounter them in the New London story scenario. They resemble same ideology ideas as Foragers from the Utopia freeplay communities.
<br clear="all">
===Thinkers===
[[File:Thinkers.png|thumb]]
:"Reason requires us to change with the times."
Theorists and intellectuals focused on the transformation of society, the Thinkers are determined to be harbringers of change.
"Many different people found shelter in the North after the chaos of evacuations. Among them were some of the intellectuals hailing from the large cities of the old empire.
"Having survived the Great Storm and finding some semblance of stability during the Whiteout Years, they formed a sort of post-Frost bourgeoisie. They believe the only way for society to rebuild is to follow the rational reordering of society and discarding of outdated mores.
"To them, tradition is nothing but a blanket of lead, weighing society down. The world is a blank slate. It's time to begin anew.
Thinkers support the {{twi|Reason}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Lords===
[[File:Lords.png|thumb]]
:"Tradition is the bedrock of society."
They share traditional values passed down from distinguished old-world families, believing the old ways to be the bedrock of society.
"Though many of the Lords claim descent from distinguished old-world families, others simply agree with the old-fashioned ideals supported by this community. Those attracted to their ranks adhere to traditional values and believe in fixed social roles.
"They firmly believe that, historically, it has been change and haphazard progress that has got this world into trouble. To them, the many tragedies that transpired during the fall of Old London were rooted in social upheaval and the chaos that followed.
"To them, it's clear: it's the old ways that ultimately saw us through. They will do so now too.
Lords support the {{twi|Tradition}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Slaves===
[[File:Slaves.png|thumb]]
<br clear="all">
===Labourers===
[[File:Labourers.png|thumb]]
:"Every worker should benefit equally."
Originating from physical labourers and factory workers, this group values equality and the needs of the many over the individual.
"The Labourers trace their roots back to the Old-Empire factory workers and their ilk. Many of them, or their fathers and mothers, bore the brunt of the work that was necessary to ensure survival of the City before and during the Great Storm - toiling in the mines, constructing buildings in the extreme cold.
"Both their descent and their ordeal drive home the importance of the group over the individual. They attract those humble in spirit and desire, who would sooner help their fellow worker stand than step over them to take their spoils.
"They learned and truly believe that if one of us falls, we all will.
Labourers support the {{twi|Equality}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
==Factions==
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists. To paraphrase their manifesto (not a direct quote): "Embrace Adaptation, reward Merit, honour Tradition."
<br clear="all">
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
<br clear="all">
===Proteans===
[[File:Evolvers.png|thumb]]
Striving towards merit-driven evolution, these rationalists attract those most dedicated to adaptation - even if it requires sacrificing life and limb.
Proteans support the Survival {{twi|Adaptation}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Overseers===
[[File:Overseers.png|thumb]]
Overseers support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Stalwarts===
[[File:Stalwarts.png|thumb]]
:"Progress for the glory of New London. Merit forges the Strongest. Reason for order, order for control"
Disciples of the Captain, who introduced Order as a core tenet of New London. Strict, controlling and devoted to the Captain's memory.
"´The Stalwarts' were established by those who helped the Captain maintain Order in New London during the Great Frost. They took the ideals of efficiency, control and order and ensured they remained central in the City for years to come.
"They're adamant that the City Cannot only survive, but thrive, as long as it works like a well-oiled, constantly optimised machine. To them, no change is off limits if it brings more efficiency, be it a technological change - or a social one.
"Naturally, anyone opposing these ideals is considered 'backwards' at best and an 'enemy of the city' at worst. This breeds tension, especially with those looking outside the city.
Stalwarts support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Legionnaires===
[[File:Legionnaires.png|thumb]]
These disciplined equals treat themselves as the front line in the war against the Great Frost; valuing cohesion and tradition, they enlist from the City's most steadfast.
Legionnaires support the Survival {{twi|Progress}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Bohemians===
[[File:Bohemians.png|thumb]]
Overseers support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Venturers===
[[File:Venturers.png|thumb]]
"Opportunists in every sense of the word, the Venturers are the competitor's competitor. They comprise those who fortune has favoured and they see no reason for that to change.
They attract those who value individual achievement over that of the group, seeing themselves as inspiration for the less affluent. They bet on anything that can put them ahead, be it the newest technological breakthrough or a radical idea remaking social norms.
After all, anything can become an opportunity to stay on top, and progress is paramount. Through progress, something's bound to trickle down for everyone else in the City."
Meticulous individualists, these opportunists recruit from those drawn to a good deal, be it social or technological.
Venturers support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.<br clear="all">
===Pilgrims===
[[File:Pilgrims.png|thumb]]
:"Adapt; the frost humbles all. All are equal in the frostland. Tradition will ground and guide us."
Bound by traditions and close communal relations so hermetic, some call them mystical.
They believe the frostland should be embraced as everyone's new home.
"The Whiteout Years touched everyone both in and outside New London, but it especially transformed those that were caught in the thick of it. The pilgrims have an air of mysticism about them, seeing the unseen in the whiteness of the frostland, hearing the unheard in the whispering of the wind.
"They've seen steel break like glass under the winds of the whiteouts, and yet their spirit has remained unbroken. To them, relying on technology is hubris. They wish to break free from the Captain's legacy and learn to live without Generators or machines.
To do so, they devote themselves to the community and to upholding its traditions, even when survival demands sacrifice of individual lives or ambition. Needless to say, everything about their ideals is in direct conflict with how the Stalwarts would see model citizens of New London.
Pilgrims support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Faithkeepers===
[[File:Faithkeepers.png|thumb]]
<br clear="all">
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
df69013b6475148e76d400df0d8f5528cc7db923
1337
1336
2024-09-27T09:00:33Z
Worker
32
Added descriptions to Legionnaires, Proteans, and Menders.
wikitext
text/x-wiki
{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Communities==
===Foragers===
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
Forced to adapt to the harsh conditions of the frostland, the foragers put their faith in the endurance of the human spirit over machines.
"As the frost covered the earth, these people and their ancestors were caught beyond the safety of the Generator cities. Forced to adapt to the harsh conditions of the frostland, they learned to survive against all odds.
"At times, Foragers decide to settle in the cities once again. However, the ordeal of surviving the frost has developed a lasting mark.
"They believe adaption is key and growing reliant on technological gimmicks invites disaster. Machines tend to break down as soon as conditions deteriorate. Human spirit is a lot more enduring.
Foragers support the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
===Machinists===
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
Descending from the City's builders and first inhabitants, they believe the answer to every question lies in the appropriate application of technology.
"These people are descendants of groups that build the initial cities and maintained their machinery. They faced the Great Frost huddled around the Generator and believe this technological marvel is why they are alive at all today.
"This belief shapes them. When there is a problem, they would seek a way to solve it through automation, by devising machines to do the work or exploit available resources to ensure good safety margins.
"To them, technological progress is the only way to ensure survival, and maybe even prosperity.
Machinists support the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
===Merchants===
[[File:Merchants.png|thumb]]
:"Opportunity rewards those with merit."
Industrious and enterprising people, the Merchants believe fortune favours the clever and the rest should simply work harder.
"Descending from shopkeepers and traders of the Old Empire, these enterprising people always have an eye for a good deal - be it fiscal or political.
"They attract those who are strong of will, who would do whatever necessary to win and who expect to bask in the fruits of their labour afterwards.
Always willing to throw in for a debate, or plummet prices to drive out competitor's shops, Merchants are firmly on the side of merit over quality.
"After all, a little competition can only benefit the everyman.
Merchants support the {{twi|Merit}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
===Wanderers===
[[File:Wanderers.png|thumb]]
Wanderers first appear in Prologue story mode and currently not available in the Utopia game mode.
<br clear="all">
===New Londoners===
[[File:New Londoners.png|thumb]]
:"Through technological progress, New London will thrive."
Attached to the City and its Generator, the citizens of New London have stayed together through thick and thin.
They value technology, which they credit for getting them through the Great Storm.
"Every New Londoner claims that they, or their parents, arrived on the first dreadnought after the fall of Old London. City dwellers by nature, they look unfavourable on the Frostlanders' growing demands.
"The ordeal of facing the Great Storm shaped them to their core. They sacrificed a lot to make sure the generator powers the City through the worst. To them, that's proof that the only way to survive is to double down on progressing technology.
"They share this view with the stalwarts, but are otherwise not as fervent as them. They value their dedication in keeping the City running through the worst of it, but often wish they were less radical about it.
New Londoners support the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
You can encounter them in the New London story scenario. They resemble same ideology ideas as Machinists from the Utopia freeplay communities.
<br clear="all">
===Frostlanders===
[[File:Foragers.png|thumb]]
:"Adaption is the only way to live in the frost."
Originally hailing from New London, these colonists off frostland outposts tried to establish a permanent foothold beyond the City.
The Whiteout Years destroyed that dream, but taught them value of adaption and grit.
"The frostlanders are not in New London by choice, but by necessity. While some initially hail from the City, they left to colonise the frostland: partly to answer the call of the wild, partly to escape what they deem an 'oppressive' atmosphere in the City.
"These excursions hardened them, teaching them the value of adaptation and grit. However, no amount of willpower was sufficient to withstand the Whiteout Years. They were forced to return, one settlement after the next.
"It's no secret that many of them initially left because of the growing influence of Stalwarts. They hope that the death of the Captain will give them a chance to finally make their voice heard.
Frostlanders support the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]].
You can encounter them in the New London story scenario. They resemble same ideology ideas as Foragers from the Utopia freeplay communities.
<br clear="all">
===Thinkers===
[[File:Thinkers.png|thumb]]
:"Reason requires us to change with the times."
Theorists and intellectuals focused on the transformation of society, the Thinkers are determined to be harbringers of change.
"Many different people found shelter in the North after the chaos of evacuations. Among them were some of the intellectuals hailing from the large cities of the old empire.
"Having survived the Great Storm and finding some semblance of stability during the Whiteout Years, they formed a sort of post-Frost bourgeoisie. They believe the only way for society to rebuild is to follow the rational reordering of society and discarding of outdated mores.
"To them, tradition is nothing but a blanket of lead, weighing society down. The world is a blank slate. It's time to begin anew.
Thinkers support the {{twi|Reason}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Lords===
[[File:Lords.png|thumb]]
:"Tradition is the bedrock of society."
They share traditional values passed down from distinguished old-world families, believing the old ways to be the bedrock of society.
"Though many of the Lords claim descent from distinguished old-world families, others simply agree with the old-fashioned ideals supported by this community. Those attracted to their ranks adhere to traditional values and believe in fixed social roles.
"They firmly believe that, historically, it has been change and haphazard progress that has got this world into trouble. To them, the many tragedies that transpired during the fall of Old London were rooted in social upheaval and the chaos that followed.
"To them, it's clear: it's the old ways that ultimately saw us through. They will do so now too.
Lords support the {{twi|Tradition}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Slaves===
[[File:Slaves.png|thumb]]
<br clear="all">
===Labourers===
[[File:Labourers.png|thumb]]
:"Every worker should benefit equally."
Originating from physical labourers and factory workers, this group values equality and the needs of the many over the individual.
"The Labourers trace their roots back to the Old-Empire factory workers and their ilk. Many of them, or their fathers and mothers, bore the brunt of the work that was necessary to ensure survival of the City before and during the Great Storm - toiling in the mines, constructing buildings in the extreme cold.
"Both their descent and their ordeal drive home the importance of the group over the individual. They attract those humble in spirit and desire, who would sooner help their fellow worker stand than step over them to take their spoils.
"They learned and truly believe that if one of us falls, we all will.
Labourers support the {{twi|Equality}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
==Factions==
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists. To paraphrase their manifesto (not a direct quote): "Embrace Adaptation, reward Merit, honour Tradition."
<br clear="all">
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
<br clear="all">
===Proteans===
[[File:Evolvers.png|thumb]]
"Rational and strong-willed, the Proteans are a pragmatic people driven ever-forward by the race to adaptation.
"Those that join them boast of their scientific mindset, harkening back to the pre-Frost followers of Darwin, sure to the point of rabidity that evolution cannot only be ignited, but advanced."
"The Proteans dissect the traditions of old with a critical eye and methodically replace them with radical body modifications. But never fear; those who can't forge their own evolution will certainly find other uses to forward the evolution of the City."
Striving towards merit-driven evolution, these rationalists attract those most dedicated to adaptation - even if it requires sacrificing life and limb.
Proteans support the Survival {{twi|Adaptation}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Overseers===
[[File:Overseers.png|thumb]]
"Hailing from the original engineers of the Generator, the Overseers aim to bring back the glory of the old empire. Technology begets order, and order begets control; thus, they believe that technological progress should be under the command of a chosen few."
"That's how it was in the old empire—or so they claim. They clearly put a lot of value in upholding or restoring the traditions of old. Those fit to lead will prove themselves, and the rest must be fit to follow. As devout believers in the survival of the fittest, they do not abide by weakness."
"At least, weakness that can't be beaten out."
They wish to establish technological primacy of the few, enforcing control built on the foundations of the traditions of the Old Empire.
Overseers support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Stalwarts===
[[File:Stalwarts.png|thumb]]
:"Progress for the glory of New London. Merit forges the Strongest. Reason for order, order for control"
Disciples of the Captain, who introduced Order as a core tenet of New London. Strict, controlling and devoted to the Captain's memory.
"´The Stalwarts' were established by those who helped the Captain maintain Order in New London during the Great Frost. They took the ideals of efficiency, control and order and ensured they remained central in the City for years to come.
"They're adamant that the City Cannot only survive, but thrive, as long as it works like a well-oiled, constantly optimised machine. To them, no change is off limits if it brings more efficiency, be it a technological change - or a social one.
"Naturally, anyone opposing these ideals is considered 'backwards' at best and an 'enemy of the city' at worst. This breeds tension, especially with those looking outside the city.
Stalwarts support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Legionnaires===
[[File:Legionnaires.png|thumb]]
"The Legionnaires view themselves as a unit held together by cohesion and discipline. Militaristic in nature, they believe in an equality bolstered by tradition. Every citizen is a worker, every worker is a solider. And all have their proper place in the City."
"Those who enlist in their ranks tend to be technologically minded, believing that that fight against the Great Frost is war, and it will be won through fire and steam."
"And in war, you're either on their side or in their way."
These disciplined equals treat themselves as the front line in the war against the Great Frost; valuing cohesion and tradition, they enlist from the City's most steadfast.
Legionnaires support the Survival {{twi|Progress}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Bohemians===
[[File:Bohemians.png|thumb]]
"The Bohemians spawned from artists, misfits, and otherwise free and rebellious spirits. While joining together for myriad reasons, they have one thing in common: they've been desperate for a chance to rebuild society in radically new ways for years."
"Adaptive, radically equal, unbound—there's nothing sacred to them. Those they inspire tend to be artistic philosophers, gleefully purging the old traditions and anything else weighing down the City, and starting the composition anew. Assisted, of course, by a special brew of tea and an enlightening smoke every now and again."
"After all, it isn't a vice if it's art."
They make an art form of adaptation, bringing down inequalities or old traditions in a radical way of reimagining the world.
Bohemians support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Venturers===
[[File:Venturers.png|thumb]]
"Opportunists in every sense of the word, the Venturers are the competitor's competitor. They comprise those who fortune has favoured and they see no reason for that to change."
"They attract those who value individual achievement over that of the group, seeing themselves as inspiration for the less affluent. They bet on anything that can put them ahead, be it the newest technological breakthrough or a radical idea remaking social norms."
"After all, anything can become an opportunity to stay on top, and progress is paramount. Through progress, something's bound to trickle down for everyone else in the City."
Meticulous individualists, these opportunists recruit from those drawn to a good deal, be it social or technological.
Venturers support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
===Menders===
[[File:Pilgrims.png|thumb]]
"The Menders operate as a herd, reliant on each other as part of a tight-knit group of survivalists. Nature has taught them the hard way that in the frost, the only thing worth depending on is each other."
"Guided by traditions of old, they attract those who value close family ties and frugality, who would mend their heatsuits with scraps rather than waste a single bolt of fabric."
"Above all, they value equality, for the ice freezes everyone without judgement. They have witnessed it all too many times."
Stoics and rugged explorers who view the frostland as their new home and their members as a family unit, held together by tradition.
Pilgrims support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
===Pilgrims===
[[File:Pilgrims.png|thumb]]
:"Adapt; the frost humbles all. All are equal in the frostland. Tradition will ground and guide us."
Bound by traditions and close communal relations so hermetic, some call them mystical.
They believe the frostland should be embraced as everyone's new home.
"The Whiteout Years touched everyone both in and outside New London, but it especially transformed those that were caught in the thick of it. The pilgrims have an air of mysticism about them, seeing the unseen in the whiteness of the frostland, hearing the unheard in the whispering of the wind.
"They've seen steel break like glass under the winds of the whiteouts, and yet their spirit has remained unbroken. To them, relying on technology is hubris. They wish to break free from the Captain's legacy and learn to live without Generators or machines.
To do so, they devote themselves to the community and to upholding its traditions, even when survival demands sacrifice of individual lives or ambition. Needless to say, everything about their ideals is in direct conflict with how the Stalwarts would see model citizens of New London.
Pilgrims support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Faithkeepers===
[[File:Faithkeepers.png|thumb]]
<br clear="all">
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
067938a05e3af4b9c40b9d66e0c3e8e704d78d40
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2024-09-27T09:11:32Z
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{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In the beta, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Communities==
===Foragers===
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
Forced to adapt to the harsh conditions of the frostland, the foragers put their faith in the endurance of the human spirit over machines.
"As the frost covered the earth, these people and their ancestors were caught beyond the safety of the Generator cities. Forced to adapt to the harsh conditions of the frostland, they learned to survive against all odds.
"At times, Foragers decide to settle in the cities once again. However, the ordeal of surviving the frost has developed a lasting mark.
"They believe adaption is key and growing reliant on technological gimmicks invites disaster. Machines tend to break down as soon as conditions deteriorate. Human spirit is a lot more enduring.
Foragers support the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
===Machinists===
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
Descending from the City's builders and first inhabitants, they believe the answer to every question lies in the appropriate application of technology.
"These people are descendants of groups that build the initial cities and maintained their machinery. They faced the Great Frost huddled around the Generator and believe this technological marvel is why they are alive at all today.
"This belief shapes them. When there is a problem, they would seek a way to solve it through automation, by devising machines to do the work or exploit available resources to ensure good safety margins.
"To them, technological progress is the only way to ensure survival, and maybe even prosperity.
Machinists support the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
<br clear="all">
===Merchants===
[[File:Merchants.png|thumb]]
:"Opportunity rewards those with merit."
Industrious and enterprising people, the Merchants believe fortune favours the clever and the rest should simply work harder.
"Descending from shopkeepers and traders of the Old Empire, these enterprising people always have an eye for a good deal - be it fiscal or political.
"They attract those who are strong of will, who would do whatever necessary to win and who expect to bask in the fruits of their labour afterwards.
Always willing to throw in for a debate, or plummet prices to drive out competitor's shops, Merchants are firmly on the side of merit over quality.
"After all, a little competition can only benefit the everyman.
Merchants support the {{twi|Merit}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
===Wanderers===
[[File:Wanderers.png|thumb]]
Wanderers first appear in Prologue story mode and currently not available in the Utopia game mode.
<br clear="all">
===New Londoners===
[[File:New Londoners.png|thumb]]
:"Through technological progress, New London will thrive."
Attached to the City and its Generator, the citizens of New London have stayed together through thick and thin.
They value technology, which they credit for getting them through the Great Storm.
"Every New Londoner claims that they, or their parents, arrived on the first dreadnought after the fall of Old London. City dwellers by nature, they look unfavourable on the Frostlanders' growing demands.
"The ordeal of facing the Great Storm shaped them to their core. They sacrificed a lot to make sure the generator powers the City through the worst. To them, that's proof that the only way to survive is to double down on progressing technology.
"They share this view with the stalwarts, but are otherwise not as fervent as them. They value their dedication in keeping the City running through the worst of it, but often wish they were less radical about it.
New Londoners support the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
You can encounter them in the New London story scenario. They resemble same ideology ideas as Machinists from the Utopia freeplay communities.
<br clear="all">
===Frostlanders===
[[File:Foragers.png|thumb]]
:"Adaption is the only way to live in the frost."
Originally hailing from New London, these colonists off frostland outposts tried to establish a permanent foothold beyond the City.
The Whiteout Years destroyed that dream, but taught them value of adaption and grit.
"The frostlanders are not in New London by choice, but by necessity. While some initially hail from the City, they left to colonise the frostland: partly to answer the call of the wild, partly to escape what they deem an 'oppressive' atmosphere in the City.
"These excursions hardened them, teaching them the value of adaptation and grit. However, no amount of willpower was sufficient to withstand the Whiteout Years. They were forced to return, one settlement after the next.
"It's no secret that many of them initially left because of the growing influence of Stalwarts. They hope that the death of the Captain will give them a chance to finally make their voice heard.
Frostlanders support the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]].
You can encounter them in the New London story scenario. They resemble same ideology ideas as Foragers from the Utopia freeplay communities.
<br clear="all">
===Thinkers===
[[File:Thinkers.png|thumb]]
:"Reason requires us to change with the times."
Theorists and intellectuals focused on the transformation of society, the Thinkers are determined to be harbringers of change.
"Many different people found shelter in the North after the chaos of evacuations. Among them were some of the intellectuals hailing from the large cities of the old empire.
"Having survived the Great Storm and finding some semblance of stability during the Whiteout Years, they formed a sort of post-Frost bourgeoisie. They believe the only way for society to rebuild is to follow the rational reordering of society and discarding of outdated mores.
"To them, tradition is nothing but a blanket of lead, weighing society down. The world is a blank slate. It's time to begin anew.
Thinkers support the {{twi|Reason}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Lords===
[[File:Lords.png|thumb]]
:"Tradition is the bedrock of society."
They share traditional values passed down from distinguished old-world families, believing the old ways to be the bedrock of society.
"Though many of the Lords claim descent from distinguished old-world families, others simply agree with the old-fashioned ideals supported by this community. Those attracted to their ranks adhere to traditional values and believe in fixed social roles.
"They firmly believe that, historically, it has been change and haphazard progress that has got this world into trouble. To them, the many tragedies that transpired during the fall of Old London were rooted in social upheaval and the chaos that followed.
"To them, it's clear: it's the old ways that ultimately saw us through. They will do so now too.
Lords support the {{twi|Tradition}} ideology in the Society [[Zeitgeist]].
<br clear="all">
===Servants===
[[File:Slaves.png|thumb]]
People who have succumbed to their debts and become property of the City.<br clear="all">
===Labourers===
[[File:Labourers.png|thumb]]
:"Every worker should benefit equally."
Originating from physical labourers and factory workers, this group values equality and the needs of the many over the individual.
"The Labourers trace their roots back to the Old-Empire factory workers and their ilk. Many of them, or their fathers and mothers, bore the brunt of the work that was necessary to ensure survival of the City before and during the Great Storm - toiling in the mines, constructing buildings in the extreme cold.
"Both their descent and their ordeal drive home the importance of the group over the individual. They attract those humble in spirit and desire, who would sooner help their fellow worker stand than step over them to take their spoils.
"They learned and truly believe that if one of us falls, we all will.
Labourers support the {{twi|Equality}} ideology in the Economic [[Zeitgeist]].
<br clear="all">
==Factions==
===Icebloods===
[[File:Icebloods.png|thumb]]
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
Icebloods support the Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists. To paraphrase their manifesto (not a direct quote): "Embrace Adaptation, reward Merit, honour Tradition."
<br clear="all">
===Technocrats===
[[File:Technocrats.png|thumb]]
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
Technocrats support the Society {{twi|Reason}} and Economic {{twi|Equality}} ideological Zeitgeists. Their manifesto is as follows:
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
<br clear="all">
===Proteans===
[[File:Evolvers.png|thumb]]
"Rational and strong-willed, the Proteans are a pragmatic people driven ever-forward by the race to adaptation.
"Those that join them boast of their scientific mindset, harkening back to the pre-Frost followers of Darwin, sure to the point of rabidity that evolution cannot only be ignited, but advanced."
"The Proteans dissect the traditions of old with a critical eye and methodically replace them with radical body modifications. But never fear; those who can't forge their own evolution will certainly find other uses to forward the evolution of the City."
Striving towards merit-driven evolution, these rationalists attract those most dedicated to adaptation - even if it requires sacrificing life and limb.
Proteans support the Survival {{twi|Adaptation}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Overseers===
[[File:Overseers.png|thumb]]
"Hailing from the original engineers of the Generator, the Overseers aim to bring back the glory of the old empire. Technology begets order, and order begets control; thus, they believe that technological progress should be under the command of a chosen few."
"That's how it was in the old empire—or so they claim. They clearly put a lot of value in upholding or restoring the traditions of old. Those fit to lead will prove themselves, and the rest must be fit to follow. As devout believers in the survival of the fittest, they do not abide by weakness."
"At least, weakness that can't be beaten out."
They wish to establish technological primacy of the few, enforcing control built on the foundations of the traditions of the Old Empire.
Overseers support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Stalwarts===
[[File:Stalwarts.png|thumb]]
:"Progress for the glory of New London. Merit forges the Strongest. Reason for order, order for control"
Disciples of the Captain, who introduced Order as a core tenet of New London. Strict, controlling and devoted to the Captain's memory.
"´The Stalwarts' were established by those who helped the Captain maintain Order in New London during the Great Frost. They took the ideals of efficiency, control and order and ensured they remained central in the City for years to come.
"They're adamant that the City Cannot only survive, but thrive, as long as it works like a well-oiled, constantly optimised machine. To them, no change is off limits if it brings more efficiency, be it a technological change - or a social one.
"Naturally, anyone opposing these ideals is considered 'backwards' at best and an 'enemy of the city' at worst. This breeds tension, especially with those looking outside the city.
Stalwarts support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Legionnaires===
[[File:Legionnaires.png|thumb]]
"The Legionnaires view themselves as a unit held together by cohesion and discipline. Militaristic in nature, they believe in an equality bolstered by tradition. Every citizen is a worker, every worker is a solider. And all have their proper place in the City."
"Those who enlist in their ranks tend to be technologically minded, believing that that fight against the Great Frost is war, and it will be won through fire and steam."
"And in war, you're either on their side or in their way."
These disciplined equals treat themselves as the front line in the war against the Great Frost; valuing cohesion and tradition, they enlist from the City's most steadfast.
Legionnaires support the Survival {{twi|Progress}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Bohemians===
[[File:Bohemians.png|thumb]]
"The Bohemians spawned from artists, misfits, and otherwise free and rebellious spirits. While joining together for myriad reasons, they have one thing in common: they've been desperate for a chance to rebuild society in radically new ways for years."
"Adaptive, radically equal, unbound—there's nothing sacred to them. Those they inspire tend to be artistic philosophers, gleefully purging the old traditions and anything else weighing down the City, and starting the composition anew. Assisted, of course, by a special brew of tea and an enlightening smoke every now and again."
"After all, it isn't a vice if it's art."
They make an art form of adaptation, bringing down inequalities or old traditions in a radical way of reimagining the world.
Bohemians support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Reason}} ideological Zeitgeists.
<br clear="all">
===Venturers===
[[File:Venturers.png|thumb]]
"Opportunists in every sense of the word, the Venturers are the competitor's competitor. They comprise those who fortune has favoured and they see no reason for that to change."
"They attract those who value individual achievement over that of the group, seeing themselves as inspiration for the less affluent. They bet on anything that can put them ahead, be it the newest technological breakthrough or a radical idea remaking social norms."
"After all, anything can become an opportunity to stay on top, and progress is paramount. Through progress, something's bound to trickle down for everyone else in the City."
Meticulous individualists, these opportunists recruit from those drawn to a good deal, be it social or technological.
Venturers support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Society {{twi|Reason}} ideological Zeitgeists.
===Menders===
[[File:Pilgrims.png|thumb]]
"The Menders operate as a herd, reliant on each other as part of a tight-knit group of survivalists. Nature has taught them the hard way that in the frost, the only thing worth depending on is each other."
"Guided by traditions of old, they attract those who value close family ties and frugality, who would mend their heatsuits with scraps rather than waste a single bolt of fabric."
"Above all, they value equality, for the ice freezes everyone without judgement. They have witnessed it all too many times."
Stoics and rugged explorers who view the frostland as their new home and their members as a family unit, held together by tradition.
Pilgrims support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
===Pilgrims===
[[File:Pilgrims.png|thumb]]
:"Adapt; the frost humbles all. All are equal in the frostland. Tradition will ground and guide us."
Bound by traditions and close communal relations so hermetic, some call them mystical.
They believe the frostland should be embraced as everyone's new home.
"The Whiteout Years touched everyone both in and outside New London, but it especially transformed those that were caught in the thick of it. The pilgrims have an air of mysticism about them, seeing the unseen in the whiteness of the frostland, hearing the unheard in the whispering of the wind.
"They've seen steel break like glass under the winds of the whiteouts, and yet their spirit has remained unbroken. To them, relying on technology is hubris. They wish to break free from the Captain's legacy and learn to live without Generators or machines.
To do so, they devote themselves to the community and to upholding its traditions, even when survival demands sacrifice of individual lives or ambition. Needless to say, everything about their ideals is in direct conflict with how the Stalwarts would see model citizens of New London.
Pilgrims support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
===Faithkeepers===
[[File:Faithkeepers.png|thumb]]
:"Progress the advance humanity. Equal as one flock. Tradition is our bedrock."
"The Faitherkeepers uphold 'the Faith' established by the Captain to keep the City together during the trying times of the Great Storm. Since his death, they worship his memory and endeavour to continue what they claim to be his legacy."
"They preach that through hard work and prayer, New London can be turned into a green paradise where all citizens will live equally under the protection of the Holy Generator."
"As such, to them any notions of 'breaking free' from the Generator, or suggestions that relying on technology might be short-sighted, are blasphemy. It's a common source of tension between them and anyone foolish enough to voice it out loud."
Followers of the religious movement established by the Captain. Seeking ascension in technology, they're communal, traditional, and devoted to the Captain's memory.
Faithkeepers support the Survival {{twi|Progress}}, Economic {{twi|Equality}} and Society {{twi|Tradition}} ideological Zeitgeists.
<br clear="all">
==Other factions==
It is known that other communities will exist, such as Merchants, Workers, Thinkers, and Lords, from the Beta's new game start screen. But it is not known for certain what their advanced factions or ideological positions will be, nor are their icons revealed yet. They were listed in pairs on the game creation screen (eg Thinkers and Lords). However, based on the known Zeitgeist positions, it is likely that Thinkers and Lords will compete on the Society aspect; Merchants and Workers will likely compete on the Economy aspect.
c0678ef497c2d2f10ada9f852c40755910071d10
Contradicting Events
0
542
1341
2024-09-28T08:10:27Z
Stankosh
7
Created page with "List of Frostpunk 2 Contradicting {{twi|events}} caused by obtaining matching technologies, laws and buildings that have negative effect when conditions are met. Visit {{twi|..."
wikitext
text/x-wiki
List of Frostpunk 2 Contradicting {{twi|events}} caused by obtaining matching technologies, laws and buildings that have negative effect when conditions are met.
Visit {{twi|Synergies Events}} for positive combinations.
==TBA==
Communal Motherhood & Family Apprenticeship
==TBA==
Teaching Hospitals & Ceremonial Funerals
000519fac309741d6681bcbf2e75dd84db99c216
1356
1341
2024-10-05T16:07:08Z
Stankosh
7
wikitext
text/x-wiki
List of Frostpunk 2 Contradicting {{twi|events}} caused by obtaining matching technologies, laws and buildings that have negative effect when conditions are met.
Visit {{twi|Synergies Events}} for positive combinations.
==Orphaned Apprentices==
[[File:Orphaned Apprentices.jpg|thumb|150px|Orphaned Apprentices Event]]
Communal Parenthood & Family Apprenticeship
Steward, many are bewildered by the new situation following the passage of "Communal Parenthood". Parents are uncertain about what to do with the children who were apprenticed to them.
"Since he is now considered everyone's child, can we keep him at our workshop?" inquired one parent. "He continually expresses a desire to stay, yet I am unsure if we are permitted to keep him."
Some parents wish to retain their children as apprentices, while others eagerly await their departure.
:The {{twi|Workforce}} bonus of "Family Apprenticeship" is decreased as long as "Communal Parenthood" is active.
Steward can do the following actions:
*Promise to repeal Family Apprenticeship
*Promise to repeal Communal Parenthood
*Dismiss the problem
<br clear="All">
==TBA==
Teaching Hospitals & Ceremonial Funerals
5bc1042bba2ee6ce122965a22981ca93ce743786
1357
1356
2024-10-05T16:07:22Z
Stankosh
7
wikitext
text/x-wiki
List of Frostpunk 2 Contradicting {{twi|events}} caused by obtaining matching technologies, laws and buildings that have negative effect when conditions are met.
Visit {{twi|Synergies Events}} for positive combinations.
==Orphaned Apprentices==
[[File:Orphaned Apprentices.jpg|thumb|150px|Orphaned Apprentices Event]]
Communal Parenthood & Family Apprenticeship
Steward, many are bewildered by the new situation following the passage of "Communal Parenthood". Parents are uncertain about what to do with the children who were apprenticed to them.
"Since he is now considered everyone's child, can we keep him at our workshop?" inquired one parent. "He continually expresses a desire to stay, yet I am unsure if we are permitted to keep him."
Some parents wish to retain their children as apprentices, while others eagerly await their departure.
:The {{twi|Workforce}} bonus of "Family Apprenticeship" is decreased as long as "Communal Parenthood" is active.
Steward can do the following actions:
*Promise to repeal Family Apprenticeship
*Promise to repeal Communal Parenthood
*Dismiss the problem
<br clear="all">
==TBA==
Teaching Hospitals & Ceremonial Funerals
297d36952e8a983682106ad702b89c48eb5144a8
1359
1357
2024-10-06T01:53:24Z
Stankosh
7
wikitext
text/x-wiki
List of Frostpunk 2 Contradicting {{twi|events}} caused by obtaining matching technologies, laws and buildings that have negative effect when conditions are met.
Visit {{twi|Synergies Events}} for positive combinations.
==Orphaned Apprentices==
[[File:Orphaned Apprentices.jpg|thumb|150px|Orphaned Apprentices Event]]
Communal Parenthood & Family Apprenticeship
Steward, many are bewildered by the new situation following the passage of "Communal Parenthood". Parents are uncertain about what to do with the children who were apprenticed to them.
"Since he is now considered everyone's child, can we keep him at our workshop?" inquired one parent. "He continually expresses a desire to stay, yet I am unsure if we are permitted to keep him."
Some parents wish to retain their children as apprentices, while others eagerly await their departure.
:The {{twi|Workforce}} bonus of "Family Apprenticeship" is decreased as long as "Communal Parenthood" is active.
Steward can do the following actions:
*Promise to repeal Family Apprenticeship
*Promise to repeal Communal Parenthood
*Dismiss the problem
<br clear="all">
==Other Contradicting Events==
Here is the list of other events that yield negative outcome, but currently need more info to be added to their separate section:
*Teaching Hospitals & Ceremonial Funerals
*Labour Oversight & Empowered Management
*Abolished Management & Mandatory Union
*Abolished Management & Labour Oversight
33af2f3472c3e68a3180eaa49b48af0115f91276
1361
1359
2024-10-06T01:56:27Z
Stankosh
7
wikitext
text/x-wiki
List of Frostpunk 2 Contradicting {{twi|events}} caused by obtaining matching technologies, laws and buildings that have negative effect when conditions are met. The bad results stay as long as you have the combination of the prerequisites active.
Visit {{twi|Synergies Events}} for positive combinations.
==Orphaned Apprentices==
[[File:Orphaned Apprentices.jpg|thumb|150px|Orphaned Apprentices Event]]
Communal Parenthood & Family Apprenticeship
Steward, many are bewildered by the new situation following the passage of "Communal Parenthood". Parents are uncertain about what to do with the children who were apprenticed to them.
"Since he is now considered everyone's child, can we keep him at our workshop?" inquired one parent. "He continually expresses a desire to stay, yet I am unsure if we are permitted to keep him."
Some parents wish to retain their children as apprentices, while others eagerly await their departure.
:The {{twi|Workforce}} bonus of "Family Apprenticeship" is decreased as long as "Communal Parenthood" is active.
Steward can do the following actions:
*Promise to repeal Family Apprenticeship
*Promise to repeal Communal Parenthood
*Dismiss the problem
<br clear="all">
==Other Contradicting Events==
Here is the list of other events that yield negative outcome, but currently need more info to be added to their separate section:
*Teaching Hospitals & Ceremonial Funerals
*Labour Oversight & Empowered Management
*Abolished Management & Mandatory Union
*Abolished Management & Labour Oversight
238b7b84edcf79fb923b9d9a6f0f64368bd306d0
1369
1361
2024-10-06T04:52:12Z
Stankosh
7
wikitext
text/x-wiki
List of Frostpunk 2 Contradicting {{twi|events}} caused by obtaining matching technologies, laws and buildings that have negative effect when conditions are met. The bad results stay as long as you have the combination of the prerequisites active.
Visit {{twi|Synergies Events}} for positive combinations.
==Orphaned Apprentices==
[[File:Orphaned Apprentices.jpg|thumb|150px|Orphaned Apprentices Event]]
Communal Parenthood & Family Apprenticeship
Steward, many are bewildered by the new situation following the passage of "Communal Parenthood". Parents are uncertain about what to do with the children who were apprenticed to them.
"Since he is now considered everyone's child, can we keep him at our workshop?" inquired one parent. "He continually expresses a desire to stay, yet I am unsure if we are permitted to keep him."
Some parents wish to retain their children as apprentices, while others eagerly await their departure.
:The {{twi|Workforce}} bonus of "Family Apprenticeship" is decreased as long as "Communal Parenthood" is active.
Steward can do the following actions:
*'''Promise to repeal Family Apprenticeship'''
*'''Promise to repeal Communal Parenthood'''
*'''Dismiss the problem'''
<br clear="all">
==Children of Rotations==
[[File:Children of Rotations.jpg|thumb|150px|Children of Rotations Event]]
Relationship Rotation & Mandatory Procreation
Steward, numerous mothers have approached our offices with grievances regarding "Relationship Rotation". Many have been left to fend for themselves, burdened with the care of their children.
"I am left with a child, alone, while my partner has to abandon me for another woman", yelled one such mother. "How many fatherless children does this City want?"
:"Relationship Rotation" increases Tension as long as "Mandatory Procreation" is active
Steward can do the following actions:
*'''Promise to repeal Relationship Rotation.'''<br>''"If we wish to maintain these rotations, we must eliminate the responsibility of caring for children born during them."''<br>Within 30 weeks: Repeal: Relationship Rotation<br> Will worsen relations with Factions following Law Ideology
*'''Promise to repeal Mandatory Procreation'''<br>''"If we are to care for these children and their upbringing, we mush abolish rotations."''<br>Within 30 weeks: Repeal: Mandatory Procreation<br> Will worsen relations with Factions following Law Ideology
*'''Dismiss the problem'''
<br clear="all">
==Special Blend==
[[File:Special Blend.jpg|thumb|150px|Special Blend Event]]
Stimulants Manufactory & Opioids Manufactory
Steward, we have received concerning reports of growing overdoses from mixing opioids and stimulants, particularly among younger citizens.
"Live a little, square. If you haven't tried it, you can't know what I'm talking about. After a hard day's work, it washes the pain away and peps you up to paint the town red with your mates", explained an unrepentant survivor.
Should we do something about this?
Steward can do the following actions:
*'''Promise to stop manufacturing Stimulants.'''<br>''"Stimulants are clearly to blame for this."''<br>Within 30 weeks destroy all your Stimulants Manufactories.<br> Will worsen relations with Factions following Law Ideology
*'''Promise to stop manufacturing Opioids'''<br>''"Opioids are obviously the problem here."''<br>Within 30 weeks destroy all your Opioid Manufactories.<br> Will worsen relations with Factions following Law Ideology
*'''Vow to Stop Manufacturing Both'''<br>''"Maybe the heart of the problem is drugs. All of them."''<br>Within 30 weeks destroy all your Stimulants Manufactories and Opioid Manufactories.<br> Will worsen relations with Factions following both Law Ideology
*'''Let it be'''<br>''"If this is how people cope, who are we to judge?."''<br> Trust rises slightly
<br clear="all">
==Other Contradicting Events==
Here is the list of other events that yield negative outcome, but currently need more info to be added to their separate section:
*Teaching Hospitals & Ceremonial Funerals
*Labour Oversight & Empowered Management
*Abolished Management & Mandatory Union
*Abolished Management & Labour Oversight
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List of Frostpunk 2 Contradicting {{twi|events}} caused by obtaining matching technologies, laws and buildings that have negative effect when conditions are met. The bad results stay as long as you have the combination of the prerequisites active.
Visit {{twi|Synergies Events}} for positive combinations.
==Orphaned Apprentices==
[[File:Orphaned Apprentices.jpg|thumb|150px|Orphaned Apprentices Event]]
Communal Parenthood & Family Apprenticeship
Steward, many are bewildered by the new situation following the passage of "Communal Parenthood". Parents are uncertain about what to do with the children who were apprenticed to them.
"Since he is now considered everyone's child, can we keep him at our workshop?" inquired one parent. "He continually expresses a desire to stay, yet I am unsure if we are permitted to keep him."
Some parents wish to retain their children as apprentices, while others eagerly await their departure.
:The {{twi|Workforce}} bonus of "Family Apprenticeship" is decreased as long as "Communal Parenthood" is active.
Steward can do the following actions:
*'''Promise to repeal Family Apprenticeship'''
*'''Promise to repeal Communal Parenthood'''
*'''Dismiss the problem'''
<br clear="all">
==Children of Rotations==
[[File:Children of Rotations.jpg|thumb|150px|Children of Rotations Event]]
Relationship Rotation & Mandatory Procreation
Steward, numerous mothers have approached our offices with grievances regarding "Relationship Rotation". Many have been left to fend for themselves, burdened with the care of their children.
"I am left with a child, alone, while my partner has to abandon me for another woman", yelled one such mother. "How many fatherless children does this City want?"
:"Relationship Rotation" increases Tension as long as "Mandatory Procreation" is active
Steward can do the following actions:
*'''Promise to repeal Relationship Rotation.'''<br>''"If we wish to maintain these rotations, we must eliminate the responsibility of caring for children born during them."''<br>Within 30 weeks: Repeal: Relationship Rotation<br> Will worsen relations with Factions following Law Ideology
*'''Promise to repeal Mandatory Procreation'''<br>''"If we are to care for these children and their upbringing, we mush abolish rotations."''<br>Within 30 weeks: Repeal: Mandatory Procreation<br> Will worsen relations with Factions following Law Ideology
*'''Dismiss the problem'''
<br clear="all">
==Special Blend==
[[File:Special Blend.jpg|thumb|150px|Special Blend Event]]
Stimulants Manufactory & Opioids Manufactory
Steward, we have received concerning reports of growing overdoses from mixing opioids and stimulants, particularly among younger citizens.
"Live a little, square. If you haven't tried it, you can't know what I'm talking about. After a hard day's work, it washes the pain away and peps you up to paint the town red with your mates", explained an unrepentant survivor.
Should we do something about this?
:Until the City is rid of stimulants and/or opioids, people will regularly die of an overdose from mixing both.
Steward can do the following actions:
*'''Promise to stop manufacturing Stimulants.'''<br>''"Stimulants are clearly to blame for this."''<br>Within 30 weeks destroy all your Stimulants Manufactories.<br> Will worsen relations with Factions following Law Ideology
*'''Promise to stop manufacturing Opioids'''<br>''"Opioids are obviously the problem here."''<br>Within 30 weeks destroy all your Opioid Manufactories.<br> Will worsen relations with Factions following Law Ideology
*'''Vow to Stop Manufacturing Both'''<br>''"Maybe the heart of the problem is drugs. All of them."''<br>Within 30 weeks destroy all your Stimulants Manufactories and Opioid Manufactories.<br> Will worsen relations with Factions following both Law Ideology
*'''Let it be'''<br>''"If this is how people cope, who are we to judge?."''<br> Trust rises slightly
<br clear="all">
==Unvirtuous Circle==
[[File:Unvirtuous Circle.jpg|thumb|150px|Unvirtuous Circle Event]]
Empowered Management & Mandatory Union
Steward, it seems managers appointed by the unions have been exploiting their substantial authority granted by our laws to spread serious privileges to union members.
"We trust the processes and the system", said one such manager. "We are merelu exercising our powers to the best of our ability, so the average worker may enjoy their well-deserved privileges."
As a result, a muddy web of favours ingroups and plain corruption are on the rise. Shouldn't we do something about it?
:"Empowered Management" increases {{twi|Crime}} and Tension as long as "Mandatory Unions" is active.
Steward can do the following actions:
*'''Promise to Repeal Empowered Management.'''<br>''"Empowering managers appointed by the unions was a questionable decision."''<br>Within 30 weeks: Repeal Empowered Management.<br> Will worsen relations with Factions following Law Ideology
*'''Promise to Repeal Mandatory Unions'''<br>''"Labour unions should not be allowed to appoint their own empowered managers."''<br>Within 30 weeks: Repeal Mandatory Unions.<br> Will worsen relations with Factions following Law Ideology
*'''Dismiss the Problem'''
<br clear="all">
==Other Contradicting Events==
Here is the list of other events that yield negative outcome, but currently need more info to be added to their separate section:
*Teaching Hospitals & Ceremonial Funerals
*Labour Oversight & Empowered Management
*Abolished Management & Mandatory Union
*Abolished Management & Labour Oversight
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== Hello ==
Thank you for joining {{SITENAME}} community. Let's make it stunning!
Before you start editing please set your local [[Special:Preferences|preferences]] and read our docs:
* [[Editing_Guideline|Community Code]]
* [https://discord.gg/gwjmg5mH3j Join Wiki Discord]
* [[gamevault:help:editing|Help for editors]]
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Frostpunk 2 Main art
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Frostpunk 2
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Created page with "[[File:Frostpunk 2 Main Art.jpg|thumb]] Frostpunk 2 is a second installment in Frostpunk series, developed and published by [https://www.11bitstudios.com/ 11 bit studios] that..."
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[[File:Frostpunk 2 Main Art.jpg|thumb]]
Frostpunk 2 is a second installment in Frostpunk series, developed and published by [https://www.11bitstudios.com/ 11 bit studios] that takes survival on a whole new level.
{{Quote|Develop, expand, and advance your city in a society survival game set 30 years after an apocalyptic blizzard ravaged Earth. In Frostpunk 2, you face not only the perils of never-ending winter, but also the powerful factions that watch your every step inside the Council Hall.|[https://store.steampowered.com/app/1601580/Frostpunk_2/ Frostpunk 2 Steam Description]}}
Frostpunk 2 elevates the city-survival genre to a new level. Take the role of a Steward and lead your city through a cascade of calamities taking place in a postapocalyptic, snowy setting. Build large city districts with their string of endless needs and demands. Navigate through conflicting interests of factions that populate your metropolis. As the needs of the city grow and factional power at its core rises, only you can steer the society towards an uncertain future.
The city is divided into zones serving different purposes, such as {{twi|Housing District|housing}} and {{twi|Extraction District|extraction}}. It's up to you to build new ones and make sure that those that already exist work in perfect unison.
==Game Features==
'''Special Buildings'''. In time, you will have to build placed like Council Hall or Research Institute. Inside these buildings, you will put forth laws and projects to ensure that your city develops in the proper direction.
'''Colonies.''' To ensure that your city growth will not falter, you have to venture into the {{twi|frostland}}. There, you can build extensive colonies that will provide you with all the necessary resources.
'''{{twi|Factions}}.''' People of your city want to have a voice in how you run things. Each faction has its own ideology and ideas for the future, yet they also have one thing in common - insatiable thirst for power. Choose your allies in the Council Hall wisely.
'''Story Mode and Utopia Builder.''' The story of Frostpunk 2 introduces a multi-chapter saga set in the frozen wastes. Spanning across the life of the Steward this campaign lets you feel the burden of leadership as you take the responsibility for thousands of lives. At the same time, the sandbox mode called Utopia Builder with infinite play time leaves you room for boundless social and infrastructural experiments.
'''Full Mod Support.''' Frostpunk 2 comes with a comprehensive and versatile modding tool. FrostKit will let you create your own maps, models, and scenarios inside the game. Now, only your imagination can limit the destination your city is heading to!
==External links==
* [https://frostpunk2.com/ Official site]
* [https://store.steampowered.com/app/1601580/Frostpunk_2/ Frostpunk on Steam]
* [https://www.facebook.com/gaming/frostpunk2 Frostpunk 2 Facebook page]
* [https://twitter.com/frostpunkgame Frostpunk on X]
* [https://discord.gg/CukfhBG 11 bit studios Discord server]
* [https://www.youtube.com/channel/UCq2-YS92kRURomhlw2fj7_g 11 bit studios YouTube channel]
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Frostpunk 2 Wiki and Guides
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{{Template:Welcome|realName=x x|name=Ice ice blood}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 11:09, 2 October 2024 (UTC)
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[[File:Discord Wiki.png|frameless|link=https://discord.gg/gwjmg5mH3j]]
'''USEFUL PAGES'''<br>
List of [[Synergies_Events|Synergy]] and [[Contradicting_Events|Conflicting Events]]<br>
[[Guide:Contents|FP2 Guides]]<br>
[[Factions list]]<br>
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[[File:Discord Wiki.png|frameless|link=https://discord.gg/gwjmg5mH3j]]
'''USEFUL PAGES'''<br>
List of [[Synergies_Events|Synergy]] and [[Contradicting_Events|Conflicting Events]]<br>
[[Guide:Contents|FP2 Guides]]<br>
[[Factions|Factions list]]<br>
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<includeonly><div style="display: none;">{{#seo:
| type = {{{type|article}}}
| site_name = {{SITENAME}}
| title = {{{fulltitle|{{{title|{{PAGENAME}}}}} - {{SITENAME}}}}}
| keywords = {{{fullkeywords|{{{keywords|{{PAGENAME}}}}}, {{GAMENAME}} Wiki, Wiki, {{GAMENAME}}}}}
| description = {{{description|Read about {{PAGENAME}} on {{SITENAME}}, the {{GAMENAME}} Wiki curated by the community.}}}
| image = {{{image|}}}
| locale=en_US
| modified_time={{REVISIONYEAR}}-{{REVISIONMONTH}}-{{REVISIONDAY2}}
}}</div></includeonly><noinclude>
Use this template to optimize a page for SEO. It uses the <code><nowiki>{{#seo:}}</nowiki></code> tag underneath, which is added by the WikiSEO extension.
Generally, it's a good idea to provide a '''description''' and an '''image''', which don't have good default values. According to various web pages, an ideal description is apparently around 160 characters. Search engines might display the description under the title of the page in the results, where they would otherwise use an auto-generated preview snippet based on page contents. Note that Google completely ignores the keywords, according to [https://developers.google.com/search/blog/2009/09/google-does-not-use-keywords-meta-tag a blog article they published in 2009].
Example usage:
<pre>
{{SEO
| title = An alternative title
| keywords = blah, blub, blip
| description = A summary of what this wiki page is about
| image = Some_image.jpg
| type = article
}}
</pre>
Default values:
* {{code|title}}: <nowiki>{{PAGENAME}}</nowiki> - {{SITENAME}}
* {{code|keywords}}: <nowiki>{{PAGENAME}}, {{GAMENAME}} Wiki, Wiki, {{GAMENAME}}</nowiki>
* {{code|type}}: article
If you provide {{code|title}}, it will automatically have {{code| - {{SITENAME}}}} appended to it.
If you provide {{code|keywords}}, it will automatically have {{code|, {{GAMENAME}} Wiki, Wiki, {{GAMENAME}}}} appended to it.
If you would like to control the full title or keywords tag contents without those automatic additions, you can instead use {{code|fulltitle}} and {{code|fullkeywords}}.
But as mentioned above, usually you should only provide a '''description''' like this:
<pre>
{{SEO
| description =
}}
</pre>
</noinclude>
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REDIRECT [[Idea Tree]] -- synonymous term, target page must be capitalized (matches game)
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#REDIRECT [[Idea Tree]]
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'''Buildings''' in Frostpunk 2 are special upgrades to the primary structures, [[District]]s. They typically serve as upgrades that enhance [[resource]] production but can also provide unique features, such as the most basic buildings unlocking the use of the {{twi|Idea Tree}}, or the [[Council]] for laws.
Most buildings are unlocked by performing research in the idea tree. Each faction generally has a variant of each building, and the variant will conceptually operates in a different way that affects or optimise the building in some way. This might change its requirements, outputs or downsides.
In order to build, buildings require some {{twi|Heatstamps}}, {{twi|Workforce}}, and {{twi|Prefabs}}. Each district also has a limited number of slots for buildings to upgrade the district. Operation also reserves the same amount of workforce and may also consume some {{twi|Heat}} or {{twi|Materials}}. Some buildings interact with [[problem]]s as part of their output - especially the factional ones, which tend to increase problems during production; while others like hospitals or watchtowers reduce problems.
Buildings tend to be significantly more efficient than districts in production, producing more resources and requiring less workforce per output. Therefore researching and unlocking a building can be extremely helpful for the player. Their main downsides are the heatstamp cost, slot restrictions, time investment in technology research, and generation of problems.
Some examples of buildings include:
* Research Labs
* Hothouses
* Coal Mines
* Sawmills
* Housing Blocks
* Hospitals
* Watchtowers
Most buildings are restricted to what districts they can be placed in. For more information, see the building lists on the district pages:
*[[Central District]]
*[[Extraction District]]
*[[Food District]]
*[[Housing District]]
*[[Industrial District]]
*[[Logistics District]]
==List under construction==
*{{twi|Coal Mine}}
**{{twi|Advanced Coal Mines}}
*{{twi|Charcoal Plants}}
**Pyrochemical Oil Extractor
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*Geothermal Plants
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Hothouse}}
**{{twi|Advanced Hothouses}}
*{{twi|Ironworks}}
**{{twi|Steel Foundries}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
***{{twi|Scouts Headquarters}}
***{{twi|Freight Docks}}
*{{twi|Sawmill}}
**{{twi|Woodworks}}
*{{twi|Housing Block}}
**{{twi|Workers' Housing}}
***Drugs Manufactory
*{{twi|Maintenance Hub}}
*Rail Hub
*{{twi|Hospitals}}
*{{twi|Watchtowers}}
**{{twi|Prisons}}
[[Category: Game mechanics]]
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District
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{{SEO}}
Districts are the most basic construction mechanic in {{GAMENAME}}. They are structures that allow the city to function and both provide and consume various [[resources]].
All districts cover multiple [[Tile]]s and cost {{twi|heatstamps}} and {{twi|Prefabs}} to build. Some must be built starting from [[resource]] deposits such as fertile ground or frozen forest. Many districts additionally have adjacency bonuses, for example reducing {{twi|heat}} cost, or adjacency maluses creating problems like {{twi|squalor}}.
Districts can be expanded to produce more resources. Expanded districts may permit the construction of additional [[building]]s within, which act as district upgrades. Expanding a district generally does not cost more maintenance resources such as {{twi|Workforce}} or {{twi|materials}}, while increasing the resource output: therefore making the district more efficient overall. However, this is generally quite heatstamp intensive compared to creating a new district. The player may have to balance district expansion against what resources they require and currently have available, as well as trading off against other options like upgrading the district with a building. Most districts can only be expanded once, except for the Housing district.
Districts can have special actions like Emergency Shifts or Half Shifts. Buildings can enable actions like Emergency Session or Rush Researchers. Districts can be turned off using the "power button" at the bottom of their menu.
Districts cannot be demolished or removed after being built, so it can be recommended to plan carefully, especially if you intend to maximise adjacency with future districts or expansions. For example, allow for 3 tiles of connection in both ways to ensure both districts get a benefit.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have their own unique role in the city.
{{Card
|header=[[Central District]]
|image=Central District Card.png
|target=Central District
|content=The heart of the city. Houses the Generator and Council Hall.
|footer=<span class="float-right">[[Central District|More info on Central District >]]</span>
}}
{{Card
|header=[[Industrial District]]
|image=Industrial District Card.png
|target=Industrial District
|content=Production of processed goods and other materials.
|footer=<span class="float-right">[[Industrial District|More info on Industrial District >]]</span>
}}
{{Card
|header=[[Logistics District]]
|image=Logistics District Card.png
|target=Logistics District
|content=Enables sending frostland charting expeditions and moving resources between cities and outposts.
|footer=<span class="float-right">[[Logistics District|More info on Logistics District >]]</span>
}}
{{Card
|header=[[Extraction District]]
|image=Extraction District Card.png
|target=Extraction District
|content=Raw Resources extraction. Can be constructed on different types of deposits.
|footer=<span class="float-right">[[Extraction District|More info on Extraction District >]]</span>
}}
{{Card
|header=[[Food District]]
|image=Food District Card.png
|target=Food District
|content=Production of all kinds of food.
|footer=<span class="float-right">[[Food District|More info on Food District >]]</span>
}}
{{Card
|header=[[Housing District]]
|image=Housing District Card.png
|target=Housing District
|content=Houses and other buildings necessary to provide reliable shelter.
|footer=<span class="float-right">[[Housing District|More info on Housing District >]]</span>
}}
=={{GAMENAME}} Hub Types==
Hubs are special buildings in FP2 that have unique effects on the neighboring Districts. In order for hub to take effect on the district, at least 3 district hexes should be in its range of influence.
{{Card-half|title=Heating Hub|image=Heating Hub.png|target=Heating Hub}}
{{Card-half|title=Rail Hub|image=Rail Hub.png|target=Rail Hub}}
{{Card-half|title=Maintenance Hub|image=Maintenance Hub.png|target=Maintenance Hub}}
{{Card-half|title=Air Transport Hub|image=Air Transport Hub.png|target=Air Transport Hub}}
==Update history==
*Full release: output % slider added. Area affects added to card. Can zoom into the district.
*Beta: added to game.
fe1ceca3753828be0e57227de4b7489b883afbc3
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clarify demolition; more mentions of hubs
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{{SEO}}
Districts are the most basic construction mechanic in {{GAMENAME}}. They are structures that allow the city to function and both provide and consume various [[resources]].
All districts cover multiple [[Tile]]s and cost {{twi|heatstamps}} and {{twi|Prefabs}} to build. Some must be built starting from [[resource]] deposits such as fertile ground or frozen forest. Many districts additionally have adjacency bonuses (referred to in-game as "area affects"), for example reducing {{twi|heat}} cost, or adjacency maluses creating problems like {{twi|squalor}}. They can also be improved by hub coverage.
Districts can be expanded to produce more resources. Expanded districts may permit the construction of additional [[building]]s within, which act as district upgrades. Expanding a district generally does not cost more maintenance resources such as {{twi|Workforce}} or {{twi|materials}}, while increasing the resource output: therefore making the district more efficient overall. However, expansion is generally quite heatstamp intensive compared to creating a new district. The player may have to balance district expansion against what resources they require and currently have available, as well as trading off against other options like upgrading the district with a building or available resource deposits. Most districts can only be expanded once, except for the Housing district.
Districts can have special actions like Emergency Shifts or Half Shifts. Buildings can enable actions like Emergency Session or Rush Researchers. Districts can be turned off using the "power button" at the bottom of their menu.
Unless removing the whole district, tiles cannot be selectively demolished or moved after being built. So it can be recommended to plan carefully, especially if you intend to maximise adjacency with future expansions, hubs, or subsequent entirely new districts. For example, allow for 3 tiles of connection in both ways to ensure both districts get a symmetrical benefit, or two tile range towards a hub.
=={{GAMENAME}} District Types==
There are several District Types in {{GAMENAME}}. Each of the Districts have their own unique role in the city.
{{Card
|header=[[Central District]]
|image=Central District Card.png
|target=Central District
|content=The heart of the city. Houses the Generator and Council Hall.
|footer=<span class="float-right">[[Central District|More info on Central District >]]</span>
}}
{{Card
|header=[[Industrial District]]
|image=Industrial District Card.png
|target=Industrial District
|content=Production of processed goods and other materials.
|footer=<span class="float-right">[[Industrial District|More info on Industrial District >]]</span>
}}
{{Card
|header=[[Logistics District]]
|image=Logistics District Card.png
|target=Logistics District
|content=Enables sending frostland charting expeditions and moving resources between cities and outposts.
|footer=<span class="float-right">[[Logistics District|More info on Logistics District >]]</span>
}}
{{Card
|header=[[Extraction District]]
|image=Extraction District Card.png
|target=Extraction District
|content=Raw Resources extraction. Can be constructed on different types of deposits.
|footer=<span class="float-right">[[Extraction District|More info on Extraction District >]]</span>
}}
{{Card
|header=[[Food District]]
|image=Food District Card.png
|target=Food District
|content=Production of all kinds of food.
|footer=<span class="float-right">[[Food District|More info on Food District >]]</span>
}}
{{Card
|header=[[Housing District]]
|image=Housing District Card.png
|target=Housing District
|content=Houses and other buildings necessary to provide reliable shelter.
|footer=<span class="float-right">[[Housing District|More info on Housing District >]]</span>
}}
In the prologue some basic proto-districts are also available with reduced costs.
=={{GAMENAME}} Hub Types==
Hubs are special buildings in FP2 that have unique effects on the neighboring Districts. In order for hub to take effect on the district, at least 3 district hexes should be in its range of influence. In the release version some storage-like buildings also have hub effects.
{{Card-half|title=Heating Hub|image=Heating Hub.png|target=Heating Hub}}
{{Card-half|title=Rail Hub|image=Rail Hub.png|target=Rail Hub}}
In the beta these hubs were previously available.
{{Card-half|title=Maintenance Hub|image=Maintenance Hub.png|target=Maintenance Hub}}
{{Card-half|title=Air Transport Hub|image=Air Transport Hub.png|target=Air Transport Hub}}
==Update history==
*Full release: output % slider added. Area affects added to card. Can zoom into the district.
*Beta: added to game.
2fd7705ac58db996d9c0a41f34fded1bd0874738
Frostbreaking
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198
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1306
2024-10-08T17:29:08Z
Techhead7890
17
add description of version history to page
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{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
This is the {{twi|Game Mechanics|mechanic}} used to clear hexagonal tiles so that [[district]]s can be placed.
Usually 8 [[Tile]]s must be chosen to Frostbreak at a time, indicated by the octagonal divisions near the mouse cursor. If 8 Tiles cannot be chosen because the aren't any more connecting tiles (in case of "Islands"), Frostbreaking will still cost full price and time. It costs 30 [[heatstamp]]s and reserves 200 workforce for 2 weeks.
[[Resource]] deposits under the ice will be highlighted, but pressing ALT key will make these deposits even easier to see. These are useful because they are required for certain [[districts]].
==Version history==
*Release: cost reduced (was 40 heatstamps, 300 workforce; now 30hs/200wf).
*Beta: introduced
93dceda07e9c7eab92ffa08a643b505948d04326
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Techhead7890
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add UI change to history
wikitext
text/x-wiki
{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
This is the {{twi|Game Mechanics|mechanic}} used to clear hexagonal tiles so that [[district]]s can be placed.
Usually 8 [[Tile]]s must be chosen to Frostbreak at a time, indicated by a series of lighted dots. If 8 Tiles cannot be chosen because the aren't any more connecting tiles (in case of "Islands"), Frostbreaking will still cost full price and time. It costs 30 [[heatstamp]]s and reserves 200 workforce for 2 weeks.
[[Resource]] deposits under the ice will be highlighted, but pressing ALT key will make these deposits even easier to see. These are useful because they are required for certain [[districts]].
==Version history==
*Release: cost reduced (was 40 heatstamps, 300 workforce; now 30hs/200wf). Cursor changed from octagon to dots.
*Beta: introduced
4969bc942d3d79486f7698731e730b5a963c9105
Oil
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1380
2024-10-08T17:39:48Z
Techhead7890
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veeery basic description
wikitext
text/x-wiki
Oil can be burned to produce {{twi|Heat}} in the [[Generator]]. It is more heat-dense than coal.
==Story==
Oil is available in the Prologue and then re-introduced late into Chapter 1. As coal is quite scarce at the crater, this is a major story point.
In Chapter 1, research into [[Pumpjack]]s must be first done. The generator will also need to be upgraded to burn oil once it has been transported to the city.
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add formatting
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{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
'''Oil''' is a [[resource]] can be burned to produce {{twi|Heat}} in the [[Generator]]. It is more heat-dense than coal.
==Story==
Oil is available in the Prologue and then re-introduced late into Chapter 1. As coal is quite scarce at the crater, this is a major story point.
In Chapter 1, research into [[Pumpjack]]s must be first done. The generator will also need to be upgraded to burn oil once it has been transported to the city.
[[Category: Resource]]
3ea76414b37e40f723a6b633076bb77bf38670b2
User talk:Gepard
3
559
1382
2024-10-15T09:58:26Z
Frostpunk 2 Wiki and Guides
9
Adding [[Template:Welcome|welcome message]] to new user's talk page
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{{Template:Welcome|realName=x x|name=Gepard}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 09:58, 15 October 2024 (UTC)
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User talk:Thatbishholy
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560
1383
2024-10-15T22:29:17Z
Frostpunk 2 Wiki and Guides
9
Adding [[Template:Welcome|welcome message]] to new user's talk page
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{{Template:Welcome|realName=x x|name=Thatbishholy}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 22:29, 15 October 2024 (UTC)
f7f8a968097c4a971d414139fc661ef400f119b5
User talk:Kassmillions
3
561
1384
2024-10-17T21:37:36Z
Frostpunk 2 Wiki and Guides
9
Adding [[Template:Welcome|welcome message]] to new user's talk page
wikitext
text/x-wiki
{{Template:Welcome|realName=x x|name=Kassmillions}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 21:37, 17 October 2024 (UTC)
685044bde4490fa184170660a1433dbf96636eee
Contradicting Events
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Kassmillions
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/* Unvirtuous Circle */
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List of Frostpunk 2 Contradicting {{twi|events}} caused by obtaining matching technologies, laws and buildings that have negative effect when conditions are met. The bad results stay as long as you have the combination of the prerequisites active.
Visit {{twi|Synergies Events}} for positive combinations.
==Orphaned Apprentices==
[[File:Orphaned Apprentices.jpg|thumb|150px|Orphaned Apprentices Event]]
Communal Parenthood & Family Apprenticeship
Steward, many are bewildered by the new situation following the passage of "Communal Parenthood". Parents are uncertain about what to do with the children who were apprenticed to them.
"Since he is now considered everyone's child, can we keep him at our workshop?" inquired one parent. "He continually expresses a desire to stay, yet I am unsure if we are permitted to keep him."
Some parents wish to retain their children as apprentices, while others eagerly await their departure.
:The {{twi|Workforce}} bonus of "Family Apprenticeship" is decreased as long as "Communal Parenthood" is active.
Steward can do the following actions:
*'''Promise to repeal Family Apprenticeship'''
*'''Promise to repeal Communal Parenthood'''
*'''Dismiss the problem'''
<br clear="all">
==Children of Rotations==
[[File:Children of Rotations.jpg|thumb|150px|Children of Rotations Event]]
Relationship Rotation & Mandatory Procreation
Steward, numerous mothers have approached our offices with grievances regarding "Relationship Rotation". Many have been left to fend for themselves, burdened with the care of their children.
"I am left with a child, alone, while my partner has to abandon me for another woman", yelled one such mother. "How many fatherless children does this City want?"
:"Relationship Rotation" increases Tension as long as "Mandatory Procreation" is active
Steward can do the following actions:
*'''Promise to repeal Relationship Rotation.'''<br>''"If we wish to maintain these rotations, we must eliminate the responsibility of caring for children born during them."''<br>Within 30 weeks: Repeal: Relationship Rotation<br> Will worsen relations with Factions following Law Ideology
*'''Promise to repeal Mandatory Procreation'''<br>''"If we are to care for these children and their upbringing, we mush abolish rotations."''<br>Within 30 weeks: Repeal: Mandatory Procreation<br> Will worsen relations with Factions following Law Ideology
*'''Dismiss the problem'''
<br clear="all">
==Special Blend==
[[File:Special Blend.jpg|thumb|150px|Special Blend Event]]
Stimulants Manufactory & Opioids Manufactory
Steward, we have received concerning reports of growing overdoses from mixing opioids and stimulants, particularly among younger citizens.
"Live a little, square. If you haven't tried it, you can't know what I'm talking about. After a hard day's work, it washes the pain away and peps you up to paint the town red with your mates", explained an unrepentant survivor.
Should we do something about this?
:Until the City is rid of stimulants and/or opioids, people will regularly die of an overdose from mixing both.
Steward can do the following actions:
*'''Promise to stop manufacturing Stimulants.'''<br>''"Stimulants are clearly to blame for this."''<br>Within 30 weeks destroy all your Stimulants Manufactories.<br> Will worsen relations with Factions following Law Ideology
*'''Promise to stop manufacturing Opioids'''<br>''"Opioids are obviously the problem here."''<br>Within 30 weeks destroy all your Opioid Manufactories.<br> Will worsen relations with Factions following Law Ideology
*'''Vow to Stop Manufacturing Both'''<br>''"Maybe the heart of the problem is drugs. All of them."''<br>Within 30 weeks destroy all your Stimulants Manufactories and Opioid Manufactories.<br> Will worsen relations with Factions following both Law Ideology
*'''Let it be'''<br>''"If this is how people cope, who are we to judge?."''<br> Trust rises slightly
<br clear="all">
==Unvirtuous Circle==
[[File:Unvirtuous Circle.jpg|thumb|150px|Unvirtuous Circle Event]]
Empowered Management & Mandatory Union
Steward, it seems managers appointed by the unions have been exploiting their substantial authority granted by our laws to spread serious privileges to union members.
"We trust the processes and the system", said one such manager. "We are merely exercising our powers to the best of our ability, so the average worker may enjoy their well-deserved privileges."
As a result, a muddy web of favours ingroups and plain corruption are on the rise. Shouldn't we do something about it?
:"Empowered Management" increases {{twi|Crime}} and Tension as long as "Mandatory Unions" is active.
Steward can do the following actions:
*'''Promise to Repeal Empowered Management.'''<br>''"Empowering managers appointed by the unions was a questionable decision."''<br>Within 30 weeks: Repeal Empowered Management.<br> Will worsen relations with Factions following Law Ideology
*'''Promise to Repeal Mandatory Unions'''<br>''"Labour unions should not be allowed to appoint their own empowered managers."''<br>Within 30 weeks: Repeal Mandatory Unions.<br> Will worsen relations with Factions following Law Ideology
*'''Dismiss the Problem'''
<br clear="all">
==Other Contradicting Events==
Here is the list of other events that yield negative outcome, but currently need more info to be added to their separate section:
*Teaching Hospitals & Ceremonial Funerals
*Labour Oversight & Empowered Management
*Abolished Management & Mandatory Union
*Abolished Management & Labour Oversight
d7514a8ba6e31747dda40bedb286f6cab7880cd1
Main Page
0
112
1386
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2024-10-19T00:55:37Z
Gamevault
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wikitext
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{{Welcome-header}}
{{DISPLAYTITLE:Welcome to the {{SITENAME}}!}}
{{SEO
| type = website
| title = {{GAMENAME}} Wiki and Guides
| site_name = {{GAMENAME}} Wiki and Guides
| image = Logo.png
| description = Most comprehensive Frostpunk 2 Wiki maintained by the community. Detailed Guides, all the info on the Buildings, Events and more.
| keywords = Frostpunk 2 Wiki, Frostpunk Wiki, Frostpunk 2, Frostpunk 2 Guides, Frostpunk 2 tips, Wiki, Game Vault, FP2, FP2 Wiki, FP2 Guides
}}
{{Quote|Frostpunk 2 Wiki is a place where Guides meet the Wiki content, making it the best source of info on the game where anyone can contribute to make it better.}}
{{Card
|title=[[Districts|Districts and Buildings]]
|target=Districts|content=List of {{GAMENAME}} Districts and their description, as well as Buildings.
|image=Districts Card.png
}}
{{Card
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|target=Council|content={{GAMENAME}} Council and Laws.
|image=Council Card.png
}}
{{Card
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|content={{icon-tiles
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|caption2 = Problems
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{{Card
|title=[[Generator]]
|target=Generator|content=Detailed info on {{GAMENAME}} Generator and its mechanics
|image=Generator Card.jpg
}}
{{Card
|title=[[Resources]]
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|image=Resources Card.jpg
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|image=Events Card.jpg
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==<center>About {{GAMENAME}} Wiki</center>==
{{GAMENAME}} (FP2) Game-Vault Wiki is a community-driven website that aims for collecting as much information on {{GAMENAME}} as possible. Anything from the Beginner Guides with tips and tricks for the new players that will help to get a good game start to the advanced mechanics tips with thorough guides on sophisticated game mechanics. All those guides have links to ingame wiki items, that can help you to get as much information about the game as you need. Its up to you to decide how deep you want to dive into: just a sneak peek at basic tips or deep theorycrafting using available data.
Our goal is to make most detailed {{GAMENAME}} Wiki with deep articles on each topic.
If you are interested in Frostpunk 1, visit [[frostpunk:Main_Page|Frostpunk 1 Wiki at Game Vault]].
==About Frostpunk 2==
Frostpunk 2 is a city-survival city builder game made by [https://www.11bitstudios.com/ 11 Bit Studios]. Take the role of a Steward and lead your city through a cascade of calamities taking place in a postapocalyptic, snowy setting. Build large city districts with their string of endless needs and demands. Navigate through conflicting interests of factions that populate your metropolis. As the needs of the city grow and factional power at its core rises, only you can steer the society towards an uncertain future. [[Frostpunk 2|More info on Frostpunk 2]]
==<center>How to edit and add to {{GAMENAME}} Wiki</center>==
Wiki is new and Work in Progress, so a lot of info will be added. If you wish to contribute to the wiki just [[Special:UserLogin|register]] and start editing. Join the [https://discord.gg/gwjmg5mH3j wiki Discord] for editing help and coordination and become part of the community. In order to maintain uniformity please checkout the [[Editing Guideline]].
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MediaWiki:Common.css
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css
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File:Patch 1.1.0.jpg
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2024-10-22T11:46:02Z
Stankosh
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Uploaded with [[mw:Special:MyLanguage/Extension:SimpleBatchUpload|SimpleBatchUpload]]
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News:Patch 1.1.0
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2024-10-22T11:46:34Z
Stankosh
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Created page with "{{DISPLAYTITLE:Frostpunk 2 Global Release Date and Time Confirmed}} [[File:Patch 1.1.0.jpg|thumb]] Great [[Listen:Contents|News]]! Frostpunk just released 1.1.0 patch that foc..."
wikitext
text/x-wiki
{{DISPLAYTITLE:Frostpunk 2 Global Release Date and Time Confirmed}}
[[File:Patch 1.1.0.jpg|thumb]]
Great [[Listen:Contents|News]]! Frostpunk just released 1.1.0 patch that focuses on Quality of Life improvements. We will share patch notes from the [https://steamcommunity.com/games/1601580/announcements/detail/4533527822090211938 official Steam announcement]:
----
Greetings, esteemed Stewards of Our Cities!
The winds of change are upon us, and they bring not just frost, but a flurry of improvements to our frozen world. We are thrilled to announce the release of our first major update since launch - PATCH 1.1.0 | QUALITY OF LIFE IMPROVEMENTS! This substantial update is a direct result of your invaluable feedback, for which we are immensely grateful. Your voices have been heard, and the city grows stronger for it.
==🔧 Patch Highlights==
Stewards, your voices have been heard. We've been closely monitoring your feedback across social media, Steam reviews and forums, and Reddit, and we are happy to present a host of improvements that directly address your concerns. Some of the key highlights include:
* 🖥️ Edge scrolling is now available as a setting,
* 👥 Construction and frostbreaking can now be cancelled
* 🏙️ District outline colours are not different depending on the district
* 🌄 Nomads are now more visible in the Prologue, and frostbreaking is no longer performed by machines
* 🔥AutoSave can be disabled, and its frequency can be changed in the game settings
* 🛠️ Large-scale optimizations have improved game performance, DirectX libraries have been updated, and a macOS stack overflow crash has been fixed.
The frozen landscape of New London is now more navigable than ever. You asked for more control, and we delivered: edge scrolling, cursor lock, and enhanced camera responsiveness are now at your fingertips. The Frostbreaker, once limited, can now carve out desired swathes of land, giving you unprecedented freedom in shaping your city.
For those who value precision in city planning, rejoice! You can now cancel constructions, allowing for quick adjustments to your grand designs. And to keep you informed of your city's progress, ongoing research is now prominently displayed in the Idea Tree.
We've expanded your view of the frostland with an extended Cartography range, letting you plan your expansions with greater foresight. And for those unexpected situations, you now have more control over your game saves, with customizable AutoSave frequencies and the option to disable it entirely.
The visual clarity of your city has been enhanced, with district outlines now color-coded for easy identification. In the Prologue, you'll notice the Nomads are more visible, adding to the immersive experience of your city's origins.
Performance has been a key focus, with large-scale optimizations aimed at smoothing out your gameplay experience. We've updated our DirectX libraries and fixed critical issues, including the pesky macOS audio crash that some of you reported.
These highlights are just the tip of the iceberg. Dive into the full patch notes below to discover all the ways we've refined your Frostpunk 2 experience. Your dedication to the survival of New London continues to inspire us, and we can't wait to see how you'll lead your cities with these new tools at your disposal.
==📜 Full Patch Notes==
Here are the Full Frostpunk 2 v 1.1.0 Patch Notes changes:
===Balance===
* Enacting a Cornerstone now adds 2 fervour to the faction that is aligned with the opposed affinity
* Increased tier 2 and 3 Progress generator upgrade Oil to Heat ratio
* Slightly decreased tier 3 Adaptation generator upgrade Oil to Heat ratio
* Steam resource all around efficiency decreased
** Steam extraction from the district lowered from 100 to 80
** Steam extraction from the expanded district lowered from 125 to 100
** Steam extraction from Geothermal Plant lowered from 120 to 90
** Steam extraction from Unfiltered Geothermal Plant lowered from 150 to 110
** Steam extraction from Deep Geothermal Plant lowered from 200 to 170
* Adaptation cornerstone no longer reduces the Heat demand of Steam HUBs
* Increased Deep Deposits amount
* Mass Produced Goods now also affect the Main District
* Apex Workers now also apply to buildings
* Temperature drop in Prologue now occurs later on Citizen difficulty level
* Unified stockpile limits in Colonies between Scenario and Utopia Builder to 30.000
* Adjusted Fractured Gorge Main District area to allow proximity bonuses for up to 3 districts
* Fixed never expiring negative Trust modifier after using "Rush Research"
* Fixed "Boost Research" ability of Pharmaceutical Testing Lab Building
* Modifiers reducing Workforce requirements in districts and buildings should not reduce the number of Workforce produced by Automated Workforce Factory
===Gameplay===
* Frostbreaking can now be performed on any number of cells up to 8
* Community Actions will be offered more often in Council negotiations
* New Consequence Arcs are awaiting Steward when the following events happen
** Keeping the generator off for too long when there are available fuels
** Promoting a Faction only to Raise Funds afterwards
** Repeatedly failing promise quests for a hostile Faction
** Condemning and promoting the same faction in quick succession
** Failing too many votes after granting an agenda to the same Faction
** Quelling a protest after negotiating with a Faction and making a promise
* Addressed a possible softlock if the player found and used all Steam Cores before Chapter 4
* Having simultaneous quests to pass a policy and repeal the opposite policy will no longer be possible
* Having multiple promise quests to the same law (research, pass, repeal) will no longer be possible
* It will not be possible to promise to pass a policy that is already on the agenda for the next Council voting session
* Promises about fuels won't show up if it's not possible to use them with the current Generator upgrade
* Enclaves and Watchtowers built in them cannot be demolished or deactivated after the relocation of Faction has been completed
* Enclaves are no longer available for construction in colonies under certain conditions in Utopia Builder
* Improved prologue onboarding by separating quests
* Adjusted the timing of the 'Survive the Whiteout' quest
* Story Arcs and other events are now properly unlocked after finishing a Civil War in Utopia Builder
* Detainees are no longer able to express their feelings about the City's situation
* Detainees will return to the society after serving out their sentence
* Negotiations and Grant Agenda proposals will now be prioritising city needs next faction/community affinity
* Messages about consequences won't display during Whiteout
* Factions now provide proper bonuses to the city if the Steward maintains good relations with those factions
* Food sites on Frostland are now properly disabled during Whiteout
* Further fixes and improvements to Peace Accords
* Enforce Peace ability can no longer be used when Prisons are disabled
* The Asbestos Lining message no longer displays false information about Prefabs gain instead of Prefabs cost
* The Deploy Seers ability no longer displays false information about decreasing production efficiency
* The Triumphant Return message no longer displays false information about population increase
* The Night of Broken message now contains information about which faction has been attacked
* The Oil Tombs message is no longer displayed twice if the Steward tries to extract it again after choosing "No, let the dead rest" without leaving district building mode
* The Partial Measures message no longer displays once the Birthing Programme is enacted
* Ending a Protest will be no longer negotiable if one is already collapsing due to Quell or Counterprotest
* Cornerstone messages should no longer appear for opposite affinity
* Opposite faction message foreshadowing protest after Whiteout will no longer occur after the Whiteout
* Deteriorating Infrastructure message will no longer appear during Faction War
* Factions will no longer drop their relations from Devoted to Hostile if certain conditions are met
* Sending people to a colony when there is already an active people transport will now be properly blocked when there is another people transport active for another colony
* Requested Protests will now be dropped if a Faction that requested it is not present in the city
* Improved automatic workforce allocation logic
* Fixed infinite Trust exploit
* Fixed Round Up ability consequences appearing too late
* Fixed Adaptation Generator upgrade 3 negatively influencing Intake optimisation
* Fixed The Fort Century outpost not providing proper resources after upgrading it to Settlement
* Fixed some outposts not being upgraded to settlement instantly
* Fixed possible Faction War softblock if Steward repealed extreme law and enacted it again
* Fixed Round Up ability being possible to use multiple times on paused game stacking up its effect as a result
* Fixed Peace Accords sometimes not being registered as passed in Utopia Builder
* Fixed the 'Relink the Chain' ability from being permanent and stackable on some occasions
* Fixed "Colonise the Frostland" statistic objective sometimes not updating when Statistics are going down
* Fixed some broken promises from being looped
* Fixed abilities that require Guards from not being deactivated when having less Guards than it's needed to activate them
===Interface===
* Constructions can now be cancelled
* Ongoing research is now displayed and highlighted in the Idea Tree and on the Idea Tree button
* Cartography view camera range extended
* AutoSave can be disabled in the game settings
* AutoSave frequency can be changed to 50/75/100/150 weeks in the game settings
* Edge scrolling is now available as a setting
* Cursor lock is now available as a setting
* Camera responsiveness control settings are now available
* Default settings of camera have been tweaked to achieve higher responsiveness; can be changed in the General settings tab
* Building demolishing refund is now displayed in the Demolish tooltip
* Abandoning a colony now has a confirmation popup
* Improved construction panel icons for better clarity
* Moved Buildings overlay to button 9 (default)
* Improved Buildings overlay visuals
* Added information about starting district construction from the deposit if the district requires one
* Improved critical faction fervour readability
* District outline colours are now different depending on the district
* Unavailable choices in the Frostland site panels are no longer greyed out
* A "Connect Skyways" button has been added when Skyways are researched
* Improved Policy buttons input area
* Colony guidance sites on Cartography view should be less confusing now if there is more than one colony in the same direction
* The economy overlay will no longer remain visible for the entire cutscene if the player enabled it at the beginning of the cutscene
* Delegates facts will now be less repetitive
* Sending people to a colony is no longer blocked when there's active transport underway
* Dragging the mouse cursor to screen edges will no longer display macOS system menus during gameplay
* Fixed the resource transfer button not updating when clicking the +1/-1 buttons
* Fixed some modifiers not being displayed in some game localizations
* Fixed golden highlight not being visible on already researched nodes on some occasions
* Fixed construction tooltip not updating its state properly upon cancelling selected cells
* Fixed area expander tracker being visible during cutscenes
* Fixed the same building being previewed for construction upon selecting different buildings on the construction panel without reentering it
* Fixed abilities on community panel not greying out when conditions to use them are not met
* Fixed some modifiers from showing up empty on tooltips
* Fixed random option sometimes not generating a random map for Utopia Builder
* Fixed random option never picking 'Build a prosperous future' ambition
* Fixed the 'Meet Demand' button sending more resources than intended on the resource transfer panel
* Fixed visible tags on the Council description of independent communities in the main scenario before the second faction forms in the city
* Fixed possible softlock when Player left HoD during Voting using keybindings
===Art===
N
* omads people will be more visible in the Prologue
* Frostbreaking in Prologue is no longer performed by machines
* Art improvements to Advanced Shaft Coal Mine
* Optimised Windshields generation
* All Logistics district arms are now properly snapped to the terrain
* Food District pipes will now properly connect with the ground
* Reduced size of Buildings platforms
* Adjusted sites and outposts 3D models in Frostland view
* Improved visual details during Rally in a district
* Level 2 Generator visual improvements
* General Zoom Stories and City Life Improvements
* Shadows improvements in Winterhome area
* Dreadnought Colony visual effects fixes
* Fixed some artworks not matching the messages
* Fixed Rail Hub floating on some occasions
* Fixed toxic fumes persisting visually after they have been dealt with
* Fixed buildings constructed in the Logistic district not appearing on the district arms after expansion
* Fixed levitating skyscrapers in High-rise Housing district
* Fixed some Cartography view pins for colonies
* Fixed districts overlapping with deposits on some occasions
* Fixes to HUBs Zoom Stories
* Other various fixes & optimizations
===Audio===
* Added audio notification for when exploration finishes
* Added audio notification for when HoD recess finishes
* The player will no longer be called Steward after becoming a Captain
* New voiceovers implementation
* Replaced Scrappers voiceovers
* Voiceover language is now configurable independent of written language
===Other===
* Large-scale optimizations on the entire game aimed towards smoothing game performance
* Updated game DirectX libraries
* Fixed macOS audio stack overflow crash
* Users are now informed if their changed graphics settings exceed the recommended settings
* Fixed crash related to validating Districts components
* Fixed crash related to visuals batching
* Fixed crash related to district construction
* Fixed crash related to communities trust modifiers
* Various minor optimizations
* Achievements fixes
* Localization fixes
* Analytics fixes
* Twitch integration fixes
* Mod integration fixes
== 🗣️ Your Voice Matters 📢 ==
This update is yet another early testament to the power of community's feedback. We are committed to continually improving Frostpunk 2, and your input is crucial in shaping the future of New London.
If you believe Frostpunk 2 is heading in the right direction with these changes, we would love for your voice to be heard. Please consider leaving your review. Your positive feedback not only motivates our team but also helps other potential Stewards discover our frozen world.
"In the face of endless winter, it is not just our city that evolves, but the game itself. Your feedback fuels the generator of progress." - 11 bit studios
We extend our heartfelt thanks for your continued support and patience. Together, we're not just surviving the frost; we're mastering it.
Stay warm, stay vigilant, and may your decisions be ever wise.
Remember that in your city, every small improvement can mean the difference between survival and oblivion. Your role as Steward is more crucial than ever!
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Synergies Events
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List of Frostpunk 2 Synergy {{twi|events}} caused by obtaining matching technologies, laws and buildings that have positive effect when conditions are met. The good results stay as long as you have the combination of the prerequisites active.
Visit {{twi|Contradicting Events}} for negative combinations.
==Nothing Lost==
[[File:Nothing Lost.jpg|thumb|150px|Nothing Lost Event]]
{{twi|Biowaste Hothouse}} & Foraged Additives
Stewards, our biowaste hothouse has begun cooperating with people who forage for food additives in the frostland.
On top of their regular duties, they provide it with leaves, animal carcasses and faeces in order to enrich its compost.
This will, no doubt, increase our Food output.
:"Biowaste Hothouse" produces more {{twi|Food}} thanks to Foraged Additives.
<br clear="all">
==Chemical Synergy==
[[File:Chemical Synergy.jpg|thumb|150px|Chemical Synergy Event]]
{{twi|Chemical Hothouse}} & Chemical Additives
Steward, our chemical hothouse has figured out a way to use our production of chemical additives to its advantage.
The agricultural engineers have identified chemical by-products that can be used to increase the efficiency of fertilisers.
This will, no doubt, increase our Food output.
:Chemical Hothouse produces more {{twi|Food}} thanks to Chemical Additives.
:Food modifier increased from +27.5 to +45 for {{twi|Chemical Hothouse}} after event is triggered
<br clear="all">
==Youth Patrols==
[[File:Youth Patrols.jpg|thumb|150px|Youth Patrols Event]]
{{twi|Patrol Watchtowers}} & Dutiful Youth
Steward, we are pleased to report that our guard patrols' response time has improved thanks to the watchful eye of young volunteers.
"These young citizens are so much help", said an appreciative guard. "They monitor their neighbourhoods, keeping tabs on troublesome individuals and reporting the misdemeanours they spot. They give me hope for the future."
:"Dutiful Youth" is more effective at decreasing {{twi|Crime}} as long as you have active {{twi|Patrol Watchtowers}}
<br clear="all">
==Liquid Pleasure==
[[File:Liquid Pleasure.jpg|thumb|150px|Liquid Pleasure Event]]
{{twi|Pleasure Commons}} & State Run Alcohol Shops
Steward, our sales of alcohol are up, driven by the heavy consumption in our Pleasure Commons.
"Skirts, booze... the City has a monopoly on all the fun", grinned a floor manager. "Supplying it all in the same place is genius. Keeps Joe Bloggs happy and our pockets full."
:"City-Run Alcohol Shops" is more effective at increasing {{twi|Heatstamps}} Income as long as you have active {{twi|Pleasure Commons}}
<br clear="all">
==Science Fodder==
[[File:Science Fodder.jpg|thumb|150px|Science Fodder Event]]
Human Experimentation & Experimental Treatment
Steward, our doctors are thankful for the seemingly endless supply of criminals they can use for their medical trials.
"These specimens are ideal for our experiments", said one of them. "No liability, no restraint: we can experiment freely without dear of the consequences."
:Casualties from "Conduct Medical Trials" do not decrease Trust while "Experimental Treatment" and "Human Experimentation" are both active.
<br clear="all">
==Learning From the Grave==
[[File:Learning From the Grave.jpg|thumb|150px|Learning From the Grave]]
Pharmacy Test Facilities & Harvesting Funerals
Stewards, our scientists have developed new ways to use the leftovers from harvesting dunerals to speed up their research. "We can perform all sorts of experiments without worrying about resources", declared an axhilarated scientist.
"We even have a "body farm" where we can study decomposition in a variety of setting", he went on, giddy with excitement.
:"Pharmaceutical Testing Laboratory" Research Speed bonus is increased while "Harvesting Funerals is active
<br clear="all">
==Under Watchful Eyes==
[[File:Under Watchful Eyes.jpg|thumb|150px|Under Watchful Eyes]]
Workers' Dormitories & Labour Oversight
Steward, some foremen are proud to report that they found new ways to improve the productivity of workers residing in dormitories.
"To limit idleness and ensure punctuality, we monitor and streamline their off-duty routines", said one of them. "We rouse them at the appointed hour, time their preparation, these kinds of things. Simple yet efficient."
:"Labour Oversight" is more effective at increasing Production Efficiency as long as you have active Workers' Dormitories
<br clear="all">
==Other Synergy Events==
Here is the list of other events that yield positive outcome, but currently need more info to be added to their separate section:
*Mandatory Crowding & Dense Housing Blocks
*Unproductive do Maintenance & Labor Oversight
*Teaching Hospitals & Ceremonial Funerals
*All do Maintenance & Family Apprenticeship
*Heatpipe Watch & Family Apprenticeship
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Zeitgeist
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{{#set: icon=File:{{PAGENAME}}.png}}
[[File:{{PAGENAME}}.png|thumb|right]]
'''Zeitgeist''' is a defining factor of the [[council]] and [[faction]] system that ties together with the {{twi|Idea Tree}} and Council laws. All ideas and laws fit onto the axes of ''{{twi|Survival||no}}'', ''{{twi|Economy||no}}'', and ''{{twi|Society||no}}''. Each community tends to favour a certain position on each axis.
The city will also favour an ideological position due to the player's actions, such as construction, research, and laws passed. The current Zeitgeist of the player's city can be viewed as bars in the bottom left of the screen.
==Ideological positions==
The ideological positions for Survival are called Adaptation and Progress.
The ideological positions for Economy are called Equality and Merit.
The ideological positions for Society are called Reason and Tradition.
==Ideologies List==
{{Card-half
|title=Adaptation
|image=Adaptation.png
|target=Adaptation
}}
{{Card-half
|title=Progress
|image=Progress.png
|target=Progress
}}
{{Card-half
|title=Equality
|image=Equality.png
|target=Equality
}}
{{Card-half
|title=Merit
|image=Merit.png
|target=Merit
}}
{{Card-half
|title=Reason
|image=Reason.png
|target=Reason
}}
{{Card-half
|title=Tradition
|image=Tradition.png
|target=Tradition
}}
==Communities and Factions==
Communities and [[Faction]]s tend to prefer certain solutions and positions. Using actions that support their ideology will increase relations with that faction.
For example, the Iceblood faction prefers Survival {{twi|Adaptation}}, Economic {{twi|Merit}}, and Societal {{twi|Tradition}}.
{| class="wikitable sortable"
|+Alignments
!Name
!Community / Faction
!Survival
!Economic
!Society
!Notes
|-
|Wanderers
|Community
|
|
|
|Only available in Story Mode, exclusively in the Prologue.
|-
|Foragers
|Community
| rowspan="2" |
{{twi|Adaptation}}
|
|
|Only available in Utopia Builder Mode.
|-
|Frostlanders
|Community
|
|
|Only available in Story Mode, beginning Chapter 1.
|-
|Machinists
|Community
| rowspan="2" |
{{twi|Progress}}
|
|
|Only available in Utopia Builder Mode.
|-
|New Londoners
|Community
|
|
|Only available in Story Mode, beginning Chapter 1.
|-
|Merchants
|Community
|
|{{twi|Merit}}
|
|Only available in Utopia Builder Mode.
|-
|Labourers
|Community
|
|{{twi|Equality}}
|
|Only available in Utopia Builder Mode.
|-
|Thinkers
|Community
|
|
|{{twi|Reason}}
|Only available in Utopia Builder Mode.
|-
|Lords
|Community
|
|
|{{twi|Tradition}}
|Only available in Utopia Builder Mode.
|-
|Venturers
|Faction
| rowspan="2" |
{{twi|Progress}}
| rowspan="2" |
{{twi|Merit}}
| rowspan="2" |
{{twi|Reason}}
|Only available in Utopia Builder Mode.
|-
|Stalwarts
|Faction
|Only available in Story Mode, beginning Chapter 1.
Can be chosen in the Prologue by choosing the Order option, else randomly chosen with the Faithkeepers.
|-
|Legionnaires
|Faction
| rowspan="2" |
{{twi|Progress}}
| rowspan="2" |
{{twi|Equality}}
| rowspan="2" |
{{twi|Tradition}}
|Only available in Utopia Builder Mode.
|-
|Faithkeepers
|Faction
|Only available in Story Mode, beginning Chapter 1.
Can be chosen in the Prologue by choosing the Faith option, else randomly chosen with the Stalwarts.
|-
|Menders
|Faction
| rowspan="2" |
{{twi|Adaptation}}
| rowspan="2" |
{{twi|Equality}}
| rowspan="2" |
{{twi|Tradition}}
|Only available in Utopia Builder Mode.
|-
|Pilgrims
|Faction
|Only available in Story Mode, beginning Chapter 1.
Will appear as counterpart to the Stalwarts.
|-
|Proteans
|Faction
| rowspan="2" |
{{twi|Adaptation}}
| rowspan="2" |
{{twi|Merit}}
| rowspan="2" |
{{twi|Reason}}
|Only available in Utopia Builder Mode.
|-
|Evolvers
|Faction
|Only available in Story Mode, beginning Chapter 1.
Will appear as counterpart to the Faithkeepers.
|-
|Technocrats
|Faction
|{{twi|Progress}}
|{{twi|Equality}}
|{{twi|Reason}}
|Only available in Utopia Builder Mode.
|-
|Icebloods
|Faction
|{{twi|Adaptation}}
|{{twi|Merit}}
|{{twi|Tradition}}
|Only available in Utopia Builder Mode.
|-
|Bohemians
|Faction
|{{twi|Adaptation}}
|{{twi|Equality}}
|{{twi|Reason}}
|Only available in Utopia Builder Mode.
|-
|Overseers
|Faction
|{{twi|Progress}}
|{{twi|Merit}}
|{{twi|Tradition}}
|Only available in Utopia Builder Mode.
|-
|Detainees
|Community
|
|
|
|Only available after Round Up [Faction] ability.
|-
|Servants
|Community
|
|
|
|Only available after Merit capstone.
|}
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Faction
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{{#set: icon=File:Factions.png}}
[[File:Factions.png|thumb|right]]
'''Factions''' are major political forces in {{GAMENAME}}. Factions are linked to what the population likes and what they don't like in different aspects of the game, through the the {{twi|Zeitgeist}} alignment system. Some examples of this are [[Council]] voting and the {{twi|Idea Tree}}, which both interact with Factions and the Zeitgeist.
==Effects==
Factions are the most passionate and radical members of their [[community]], with even stronger beliefs than normal. They also have a manifesto that covers all aspects of the Zeitgeist instead of just a single aspect.
In both the beta and Utopia Builder mode, one faction would form due to favoring of their ideas, laws and buildings. The other faction would form in response. The members of the [[population]] and the [[Council]] could then belong to a faction instead of a community, leading to a more varied political landscape.
At start in Utopia Builder mode, only three communities are present. The first faction appears at week 50, regardless of whether the council has been constructed or not, and will support the zeitgeists that have been favoured. Another second faction later appears at week 100 to oppose the first faction.
Factions can protest and rally depending on their opinion of the city status. This may affect certain districts and shut them down, but the Steward can send in {{twi|Guard Squads}} to quell protests.
==Communities==
===Wanderers===
[[File:Wanderers.png|thumb]]
Wanderers first appear in Prologue story mode and are currently not available in the Utopia game mode.
They possess no zeitgeists but do have an Active Faction Ability to Tighten Belts, reducing food consumption for the onset of the whiteout.
<br clear="all">
===Foragers===
[[File:Foragers.png|thumb]]
:"Adaptation is key and reliance on machines is weakness."
Forced to adapt to the harsh conditions of the frostland, the foragers put their faith in the endurance of the human spirit over machines.
"As the frost covered the earth, these people and their ancestors were caught beyond the safety of the Generator cities. Forced to adapt to the harsh conditions of the frostland, they learned to survive against all odds.
"At times, Foragers decide to settle in the cities once again. However, the ordeal of surviving the frost has developed a lasting mark.
"They believe adaption is key and growing reliant on technological gimmicks invites disaster. Machines tend to break down as soon as conditions deteriorate. Human spirit is a lot more enduring.
The Foragers support the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]].
The Foragers were one of the two Communities to be shown in the Frostpunk 2 Beta, with the other Community being the Machinists.
===Frostlanders===
[[File:Foragers.png|thumb]]
:"Adaption is the only way to live in the frost."
Originally hailing from New London, these colonists off frostland outposts tried to establish a permanent foothold beyond the City.
The Whiteout Years destroyed that dream, but taught them value of adaption and grit.
"The frostlanders are not in New London by choice, but by necessity. While some initially hail from the City, they left to colonise the frostland: partly to answer the call of the wild, partly to escape what they deem an 'oppressive' atmosphere in the City.
"These excursions hardened them, teaching them the value of adaptation and grit. However, no amount of willpower was sufficient to withstand the Whiteout Years. They were forced to return, one settlement after the next.
"It's no secret that many of them initially left because of the growing influence of Stalwarts. They hope that the death of the Captain will give them a chance to finally make their voice heard.
Frostlanders support the {{twi|Adaptation}} ideology in the Survival [[Zeitgeist]].
You can encounter them in the New London story scenario. They possess the same zeitgeist as the Foragers from Utopia Builder mode.
===Machinists===
[[File:Machinists.png|thumb]]
:"Technological progress guarantees survival."
Descending from the City's builders and first inhabitants, they believe the answer to every question lies in the appropriate application of technology.
"These people are descendants of groups that build the initial cities and maintained their machinery. They faced the Great Frost huddled around the Generator and believe this technological marvel is why they are alive at all today.
"This belief shapes them. When there is a problem, they would seek a way to solve it through automation, by devising machines to do the work or exploit available resources to ensure good safety margins.
"To them, technological progress is the only way to ensure survival, and maybe even prosperity.
The Machinists support the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
The Machinists were one of the two Communities shown in the Frostpunk 2 Beta, with the other Community being the Foragers
===New Londoners===
[[File:New Londoners.png|thumb]]
:"Through technological progress, New London will thrive."
Attached to the City and its Generator, the citizens of New London have stayed together through thick and thin.
They value technology, which they credit for getting them through the Great Storm.
"Every New Londoner claims that they, or their parents, arrived on the first dreadnought after the fall of Old London. City dwellers by nature, they look unfavourable on the Frostlanders' growing demands.
"The ordeal of facing the Great Storm shaped them to their core. They sacrificed a lot to make sure the generator powers the City through the worst. To them, that's proof that the only way to survive is to double down on progressing technology.
"They share this view with the stalwarts, but are otherwise not as fervent as them. They value their dedication in keeping the City running through the worst of it, but often wish they were less radical about it.
New Londoners support the {{twi|Progress}} ideology in the Survival [[Zeitgeist]].
You can encounter them in the New London story scenario. They possess the same zeitgeist as the Machinists from Utopia Builder mode.
===Labourers===
[[File:Labourers.png|thumb]]
:"Every worker should benefit equally."
Originating from physical labourers and factory workers, this group values equality and the needs of the many over the individual.
"The Labourers trace their roots back to the Old-Empire factory workers and their ilk. Many of them, or their fathers and mothers, bore the brunt of the work that was necessary to ensure survival of the City before and during the Great Storm - toiling in the mines, constructing buildings in the extreme cold.
"Both their descent and their ordeal drive home the importance of the group over the individual. They attract those humble in spirit and desire, who would sooner help their fellow worker stand than step over them to take their spoils.
"They learned and truly believe that if one of us falls, we all will.
The Labourers support the {{twi|Equality}} ideology in the Economic [[Zeitgeist]].
===Merchants===
[[File:Merchants.png|thumb]]
:"Opportunity rewards those with merit."
Industrious and enterprising people, the Merchants believe fortune favours the clever and the rest should simply work harder.
"Descending from shopkeepers and traders of the Old Empire, these enterprising people always have an eye for a good deal - be it fiscal or political.
"They attract those who are strong of will, who would do whatever necessary to win and who expect to bask in the fruits of their labour afterwards.
Always willing to throw in for a debate, or plummet prices to drive out competitor's shops, Merchants are firmly on the side of merit over quality.
"After all, a little competition can only benefit the everyman.
The Merchants support the {{twi|Merit}} ideology in the Economic [[Zeitgeist]].
===Thinkers===
[[File:Thinkers.png|thumb]]
:"Reason requires us to change with the times."
Theorists and intellectuals focused on the transformation of society, the Thinkers are determined to be harbringers of change.
"Many different people found shelter in the North after the chaos of evacuations. Among them were some of the intellectuals hailing from the large cities of the old empire.
"Having survived the Great Storm and finding some semblance of stability during the Whiteout Years, they formed a sort of post-Frost bourgeoisie. They believe the only way for society to rebuild is to follow the rational reordering of society and discarding of outdated mores.
"To them, tradition is nothing but a blanket of lead, weighing society down. The world is a blank slate. It's time to begin anew.
The Thinkers support the {{twi|Reason}} ideology in the Societal [[Zeitgeist]].
===Lords===
[[File:Lords.png|thumb]]
:"Tradition is the bedrock of society."
They share traditional values passed down from distinguished old-world families, believing the old ways to be the bedrock of society.
"Though many of the Lords claim descent from distinguished old-world families, others simply agree with the old-fashioned ideals supported by this community. Those attracted to their ranks adhere to traditional values and believe in fixed social roles.
"They firmly believe that, historically, it has been change and haphazard progress that has got this world into trouble. To them, the many tragedies that transpired during the fall of Old London were rooted in social upheaval and the chaos that followed.
"To them, it's clear: it's the old ways that ultimately saw us through. They will do so now too.
The Lords support the {{twi|Tradition}} ideology in the Society [[Zeitgeist]].
===Servants===
[[File:Slaves.png|thumb]]
People who have succumbed to their debts and become property of the City. They are only available with a Merit capstone.<br clear="all">
===Detainees===
[[File:Slaves.png|thumb]]
Only present after using the ability "Round Up [Faction]".<br clear="all">
==Factions==
===Stalwarts===
[[File:Stalwarts.png|thumb]]
:"Progress for the glory of New London. Merit forges the Strongest. Reason for order, order for control"
Disciples of the Captain, who introduced Order as a core tenet of New London. Strict, controlling and devoted to the Captain's memory.
"´The Stalwarts' were established by those who helped the Captain maintain Order in New London during the Great Frost. They took the ideals of efficiency, control and order and ensured they remained central in the City for years to come.
"They're adamant that the City Cannot only survive, but thrive, as long as it works like a well-oiled, constantly optimised machine. To them, no change is off limits if it brings more efficiency, be it a technological change - or a social one.
"Naturally, anyone opposing these ideals is considered 'backwards' at best and an 'enemy of the city' at worst. This breeds tension, especially with those looking outside the city.
The Stalwarts support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Societal {{twi|Reason}} ideological Zeitgeists. They share the same Zeitgeists as the Venturers, their Utopia Builder mode counterpart.
They are only available in the Story mode and can be chosen to be present by choosing the Order option when asked to identify an unknown symbol in the Prologue section. They can also randomly be chosen, between them and the Faithkeepers, by not recognising the symbol.
The Stalwarts have an Active Faction Ability to Mobilise Enforcers, granting permanent Guard Squads, and a Passive Faction Ability which produces additional Prefab income, called "Assembling Extra Prefabs".
===Faithkeepers===
[[File:Faithkeepers.png|thumb]]
:"Progress the advance humanity (?). Equal as one flock. Tradition is our bedrock."
"The Faitherkeepers uphold 'the Faith' established by the Captain to keep the City together during the trying times of the Great Storm. Since his death, they worship his memory and endeavour to continue what they claim to be his legacy."
"They preach that through hard work and prayer, New London can be turned into a green paradise where all citizens will live equally under the protection of the Holy Generator."
"As such, to them any notions of 'breaking free' from the Generator, or suggestions that relying on technology might be short-sighted, are blasphemy. It's a common source of tension between them and anyone foolish enough to voice it out loud."
Followers of the religious movement established by the Captain. Seeking ascension in technology, they're communal, traditional, and devoted to the Captain's memory.
The Faithkeepers support the Survival {{twi|Progress}}, Economic {{twi|Equality}} and Societal {{twi|Tradition}} ideological Zeitgeists. They share the same Zeitgeists as the Legionnaires, their Utopia Builder mode counterpart.
They are only available in the Story mode and can be chosen to be present by choosing the Faith option when asked to identify an unknown symbol in the Prologue section. They can also randomly be chosen, between them and the Stalwarts, by not recognising the symbol.
The Faithkeepers have an Active Faction Ability to Hold Evening Prayers, increasing Trust, and a Passive Faction Ability to decrease Tension, called "Performing Sermons".
===Pilgrims===
[[File:Pilgrims.png|thumb]]
:"Adapt; the frost humbles all. All are equal in the frostland. Tradition will ground and guide us."
Bound by traditions and close communal relations so hermetic, some call them mystical.
They believe the frostland should be embraced as everyone's new home.
"The Whiteout Years touched everyone both in and outside New London, but it especially transformed those that were caught in the thick of it. The pilgrims have an air of mysticism about them, seeing the unseen in the whiteness of the frostland, hearing the unheard in the whispering of the wind.
"They've seen steel break like glass under the winds of the whiteouts, and yet their spirit has remained unbroken. To them, relying on technology is hubris. They wish to break free from the Captain's legacy and learn to live without Generators or machines.
To do so, they devote themselves to the community and to upholding its traditions, even when survival demands sacrifice of individual lives or ambition. Needless to say, everything about their ideals is in direct conflict with how the Stalwarts would see model citizens of New London.
The Pilgrims support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Societal {{twi|Tradition}} ideological Zeitgeists. They share the same Zeitgeists as the Menders, their Utopia Builder mode counterpart.
The Pilgrims will only appear if the Stalwarts are chosen in the Story mode, being completely absent in Utopia Builder mode.
The Pilgrims have an Active Faction Ability to Deploy Guides, reducing Expedition Times in the Frostland, and a Passive Faction Ability to produce additional Frostland Teams, called "Volunteer Scouts".
===Evolvers===
[[File:Evolvers.png|thumb]]
"[Placeholder]"
"[Placeholder]"
"[Placeholder]."
The Evolvers support the Survival {{twi|Adaptation}}, Economic {{twi|Merit}} and Societal {{twi|Reason}} ideological Zeitgeists. They share the same Zeitgeists as the Proteans, their Utopia Builder mode counterpart.
The Evolvers will only appear if the Faithkeepers are chosen in the Story mode, being completely absent in Utopia Builder mode.
The Evolvers have an Active Faction Ability to Enhance Workers, increasing Production Efficiency, and a Passive Faction Ability to heal the sick, called "Assisting Treatment".
===Technocrats===
[[File:Technocrats.png|thumb]]
"Technology will ensure prosperity. Equality for all citizens. Reason guarantees social harmony."
"Rational and calculating, they believe everything can - and should - be proven. Technological progress, however methodical and slow it may seem, can ensure not only survival, but prosperity.
"And not just for the chosen few - but for the people of the City as a whole. Their algorithms are clear: the equality of all citizens is the only way a society can grow and thrive.
"They apply similar principles to social order, as to them everything can be calculated - including matters of marriage, or childbearing. Rationality and reason are the only way forward, even if it means upending what everyone is used to."
The Technocrats support the Survival {{twi|Progress}}, Economic {{twi|Equality}}, and Societal {{twi|Reason}} ideological Zeitgeists. They are directly opposed to by the Icebloods.
The Technocrats were one of the two Factions shown in the Frostpunk 2 Beta, with the other Faction being the Icebloods.
The Technocrats have an Active Faction Ability to Optimise Research, increasing Research Speed, and a Passive Faction Ability to reduce Material demand, called "Maintenance Optimisation".
===Icebloods===
[[File:Icebloods.png|thumb]]
"Embrace Adaptation, reward Merit, honour Tradition." - A paraphrase of their manifesto
"These hardened survivalists recruit from the most resilient and capable individuals in the city. They firmly believe in the survival of the fittest: either adapt or die.
"However they don't see themselves as heartless. To them, this is the natural order of things. The frost doesn't forgive mistakes. Those who brave it are judged worthy. All forms of individual achievement, resourcefulness, and merit should be rewarded.
"They also believe this to be the basis of respect and hierarchy. They look to time-honored traditions for social order, both for individuals, as well as for the people of the city as a whole."
The Icebloods support the Survival {{twi|Adaptation}}, Economic {{twi|Merit}} and Societal {{twi|Tradition}} ideological Zeitgeists. They are directly opposed to by the Technocrats.
The Icebloods were one of the two Factions shown in the Frostpunk 2 Beta, with the other Faction being the Icebloods.
The Icebloods have an Active Faction Ability to perform Volunteer Expeditions, instantly providing Food, and a Passive Faction Ability to increase Food Production, called "Hunting Trips".
===Venturers===
[[File:Venturers.png|thumb]]
"Opportunists in every sense of the word, the Venturers are the competitor's competitor. They comprise those who fortune has favoured and they see no reason for that to change."
"They attract those who value individual achievement over that of the group, seeing themselves as inspiration for the less affluent. They bet on anything that can put them ahead, be it the newest technological breakthrough or a radical idea remaking social norms."
"After all, anything can become an opportunity to stay on top, and progress is paramount. Through progress, something's bound to trickle down for everyone else in the City."
Meticulous individualists, these opportunists recruit from those drawn to a good deal, be it social or technological.
The Venturers support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Societal {{twi|Reason}} ideological Zeitgeists. They share the same Zeitgeists as the Stalwarts, their Story mode counterpart. They are directly opposed to by the Menders.
The Venturers have an Active Faction Ability to Finance Mercenaries, immediately producing Guard Squads, and a Passive Faction Ability to increase Heatstamp Incone, called "City Investment".
===Menders===
[[File:Pilgrims.png|thumb]]
"The Menders operate as a herd, reliant on each other as part of a tight-knit group of survivalists. Nature has taught them the hard way that in the frost, the only thing worth depending on is each other."
"Guided by traditions of old, they attract those who value close family ties and frugality, who would mend their heatsuits with scraps rather than waste a single bolt of fabric."
"Above all, they value equality, for the ice freezes everyone without judgement. They have witnessed it all too many times."
Stoics and rugged explorers who view the frostland as their new home and their members as a family unit, held together by tradition.
The Menders support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Societal {{twi|Tradition}} ideological Zeitgeists. They share the same Zeitgeists as the Pilgrims, their Story mode counterpart. They are directly opposed to by the Venturers.
The Menders have an Active Faction Ability to have Rescue Operations, adding +500 people to the Cities population, and a Passive Faction Ability to reduce Expedition Times, called "Exploration Support".
===Legionnaires===
[[File:Legionnaires.png|thumb]]
"The Legionnaires view themselves as a unit held together by cohesion and discipline. Militaristic in nature, they believe in an equality bolstered by tradition. Every citizen is a worker, every worker is a solider. And all have their proper place in the City."
"Those who enlist in their ranks tend to be technologically minded, believing that that fight against the Great Frost is war, and it will be won through fire and steam."
"And in war, you're either on their side or in their way."
These disciplined equals treat themselves as the front line in the war against the Great Frost; valuing cohesion and tradition, they enlist from the City's most steadfast.
The Legionnaires support the Survival {{twi|Progress}}, Economic {{twi|Equality}} and Societal {{twi|Tradition}} ideological Zeitgeists. They share the same Zeitgeists as the Faithkeepers, their Story mode counterpart. They are directly opposed to by the Proteans.
The Legionnaires have an Active Faction Ability to Raise Prefabs, instantaneously giving Prefabs, and a Passive Faction Ability to increase Guard Squad numbers, called "Guard Recruitment".
===Proteans===
[[File:Evolvers.png|thumb]]
"Rational and strong-willed, the Proteans are a pragmatic people driven ever-forward by the race to adaptation.
"Those that join them boast of their scientific mindset, harkening back to the pre-Frost followers of Darwin, sure to the point of rabidity that evolution cannot only be ignited, but advanced."
"The Proteans dissect the traditions of old with a critical eye and methodically replace them with radical body modifications. But never fear; those who can't forge their own evolution will certainly find other uses to forward the evolution of the City."
Striving towards merit-driven evolution, these rationalists attract those most dedicated to adaptation - even if it requires sacrificing life and limb.
The Proteans support the Survival {{twi|Adaptation}}, Economic {{twi|Merit}} and Societal {{twi|Reason}} ideological Zeitgeists. They share the same Zeitgeists as the Evolvers, their Story mode counterpart. They are directly opposed to by the Legionnaires.
The Proteans have an Active Faction Ability to Coordinate Patient Care, healing the sick, and a Passive Faction Ability to reduce Disease, called "Healthcare Assistance".
===Overseers===
[[File:Overseers.png|thumb]]
"Hailing from the original engineers of the Generator, the Overseers aim to bring back the glory of the old empire. Technology begets order, and order begets control; thus, they believe that technological progress should be under the command of a chosen few."
"That's how it was in the old empire—or so they claim. They clearly put a lot of value in upholding or restoring the traditions of old. Those fit to lead will prove themselves, and the rest must be fit to follow. As devout believers in the survival of the fittest, they do not abide by weakness."
"At least, weakness that can't be beaten out."
They wish to establish technological primacy of the few, enforcing control built on the foundations of the traditions of the Old Empire.
The Overseers support the Survival {{twi|Progress}}, Economic {{twi|Merit}} and Societal {{twi|Tradition}} ideological Zeitgeists. They are directly opposed to by the Bohemians.
The Overseers have an Active Faction Ability to Overdrive Output, increasing Production Efficiency, and a Passive Faction Ability to reduce crime, called "Voluntary Patrols".
===Bohemians===
[[File:Bohemians.png|thumb]]
"The Bohemians spawned from artists, misfits, and otherwise free and rebellious spirits. While joining together for myriad reasons, they have one thing in common: they've been desperate for a chance to rebuild society in radically new ways for years."
"Adaptive, radically equal, unbound—there's nothing sacred to them. Those they inspire tend to be artistic philosophers, gleefully purging the old traditions and anything else weighing down the City, and starting the composition anew. Assisted, of course, by a special brew of tea and an enlightening smoke every now and again."
"After all, it isn't a vice if it's art."
They make an art form of adaptation, bringing down inequalities or old traditions in a radical way of reimagining the world.
The Bohemians support the Survival {{twi|Adaptation}}, Economic {{twi|Equality}} and Societal {{twi|Reason}} ideological Zeitgeists. They are directly opposed to by the Overseers.
The Bohemians have an Active Faction Ability to do Mindshaping, increasing Trust, and a Passive Faction Ability to randomly boost community relations, called "True Fostering".
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{{quote|If we are to survive, we can't remain chained to old social order. Logic and reason will lead us to values that will best enable us to survive and thrive.|Ingame Description}}
{{PAGENAME}} is one of the {{twi|Zeitgeist}} Ideologies in {{GAMENAME}}. They believe that {{PAGENAME}} should guide the society through change it needs to thrive and everything can be settled through a rational argument.
=={{PAGENAME}} Communities and Factions==
{{GAMENAME}} Communities and Factions, following {{PAGENAME}} Ideology:
*[[Faction#Thinkers|Thinkers]]
*{{twi|Technocrats}}
*[[Faction#Venturers|Venturers]]
*[[Faction#Proteans|Proteans]]
*[[Faction#Stalwarts|Stalwarts]]
*[[Faction#Evolvers|Evolvers]]
{{Ideology Uses}}
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[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are six sections to the Idea Tree in Frostpunk 2: Heating, Resources, Frostland, City, Society and the Hubs. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). These can produce [[building]]s or [[council]] laws as results.
Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research and supporting one faction's proposal will shift the Zeitgeist towards their ideology. All options can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law.
When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Research Time==
Based on the difficulty set in the game base research time for the ideas will differ drastically.
Research takes a variable amount of time and can be sped up by constructing additional {{twi|Research Institute|Research Institutes}} and {{twi|Teaching Hospital|Teaching Hospitals}} or passing certain laws, such as [[Mandatory Schools]]. Basic research time depends on the game difficulty. For example tier 1 research takes up 8/12/13/17 weeks for Citizen/Officer/Steward/Captain Difficulty with one Research Institute.
{| class="wikitable"
|+ Base research time for each difficulty
|-
! Research Tier !! Heatstamps !! Citizen !! Officer !! Steward !! Captain
|-
| 1 || 50 || 10 || 12 || 13 || 17
|-
| 2 || 100 || 18 || || ||
|-
| 3 || 200 || 27 || || ||
|}
==Heating==
Heating Research focus on unlocking {{twi|Heat}} related Ideas. They will help to lower the Heat consumption, increase Heat production or improve your {{twi|Generator}}.
*{{twi|Generator Upgrade 1}}
**Settlement Heating
**Genereator Upgrade 2
**Melting Deep Deposits
**Coal Liquefactors
*{{twi|Housing Insulation}}
**Heat Dispatcher
**Food Energy Efficiency
*{{twi|Coal Mines}}
**Geothermal Plants
***Advanced Geothermal Plants
**Pumpjacks
***Advanced Pumpjacks
**{{twi|Advanced Coal Mines}}
==Resources==
Resources Research are focused on production of various {{twi|Resources}} in the City, and the use of [[Workforce]].
*{{twi|Worker Shifts}}
** [[Waste Heat Conversion|Waste Heat Conversion:]]
*** New Work Model '''''(Radical)'''''
**Automated Workforce '''''(Radical)'''''
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*Filtration Towers
*Factories
**Goods Factories
**Prefabs Factories
**Composites Factories
*{{twi|Sawmills}}
**Advanced Sawmills
**{{twi|Charcoal Plants}}
**Foundries
==Frostland==
Resources Research are all about {{twi|Frostland}} exploration and improving its effectiveness. Additional buildings for the {{twi|Logistics District}}, Trails and Laws that will allow expeditions to be more effective.
*{{twi|Logistics Bays}}
*Harvester Hangars
*Skyways
*Scouts' Headquarters
==City==
City Research focuses on City maintenance and {{twi|Housing District}} effectiveness.
*{{twi|Work Compensation}}
**Leisure
**Labour Organisation
**Alcohol
***Drugs Manufactory
*Maintenance Duty
*{{twi|Housing Block Idea|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
*Famine Prevention
==Society==
Society Research focuses on Population well-being and growth, healthcare and crime prevention.
*Watchtowers
*Youth
**Parenthood
*Hospitals
==Hubs==
Hubs Research tree provides access to the variety of additional support hub buildings.
*Rail Hub
*Communication Hub
*Surveillance Hub
*Emergency Medical Hub
*Air Transport Hub
*Maintenance Hub
*Fighting Hub
==Beta Research Trees==
During the beta there were only 3 research trees and they were completely repurposed for the game release.
===Survival===
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmills}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mines}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractors
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
===Economy===
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
===Society===
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Crime Elimination
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|Relationships}}
***Procreation
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{{#set: icon=File:{{PAGENAME}} Icon.png}}
[[File:Survival IdeaTree.jpg|thumb|519x519px|Survival tab of the Idea Tree]]
{{Quote|We need new ideas to move forward.|Ingame description}}
The '''Idea Tree''' is the primary research mechanic of Frostpunk 2. Once a player has established a [[Research Institute]] building by expanding a [[Housing District]] and constructing the Research Institute, they will gain access to the Idea Tree.
There are six sections to the Idea Tree in Frostpunk 2: Heating, Resources, Frostland, City, Society and the Hubs. These sections each form part of the city's [[Zeitgeist]] system. In turn, each section is broken down into concepts or societal issues (colloquially "technologies"). These can produce [[building]]s or [[council]] laws as results.
Each [[Faction]] tends to have different ideas about how to proceed with a concept: almost every concept has two or more options for research and supporting one faction's proposal will shift the Zeitgeist towards their ideology. All options can eventually be researched, and each option corresponds to an existing Faction currently within the city. However, there are some exceptions where technologies only have one option; or may only be available to one specific Faction, providing a unique bonus for supporting that group. Conversely, it is common for a Faction to request a specific technology be researched to fulfill a promise.
To begin researching something, the player must generally pay a {{twi|Heatstamps}} fee. This starts at 50 {{twi|Heatstamps||no}}, though more complex technologies can increase that to 100 {{twi|Heatstamps||no}} or more, and sometimes it is completely free, particularly when the outcome is a [[Council]] law.
When a technology is finished researching, the Zeitgeist will shift towards that aspect, impacting community relations, and buildings becomes immediately available for use. Laws will be automatically proposed for a vote at the next Council session, by the faction aligned to that Zeitgeist ideology. And the tree expands its branches (like a tree) to more advanced research options related to the topic.
==Research Time==
Based on the difficulty set in the game base research time for the ideas will differ drastically.
Research takes a variable amount of time and can be sped up by constructing additional {{twi|Research Institute|Research Institutes}} and {{twi|Teaching Hospital|Teaching Hospitals}} or passing certain laws, such as [[Mandatory Schools]]. Basic research time depends on the game difficulty. For example tier 1 research takes up 8/12/13/17 weeks for Citizen/Officer/Steward/Captain Difficulty with one Research Institute.
{| class="wikitable"
|+ Base research time for each difficulty
|-
! Research Tier !! Heatstamps !! Citizen !! Officer !! Steward !! Captain
|-
| 1 || 50 || 10 || 12 || 13 || 17
|-
| 2 || 100 || 18 || || ||
|-
| 3 || 200 || 27 || || ||
|}
==Heating==
Heating Research focus on unlocking {{twi|Heat}} related Ideas. They will help to lower the Heat consumption, increase Heat production or improve your {{twi|Generator}}.
*{{twi|Generator Upgrade 1}}
**Settlement Heating
**Generator Upgrade 2
**Melting Deep Deposits
**Coal Liquefactors
*{{twi|Housing Insulation}}
**Heat Dispatcher
**Food Energy Efficiency
*{{twi|Coal Mines}}
**Geothermal Plants
***Advanced Geothermal Plants
**Pumpjacks
***Advanced Pumpjacks
**{{twi|Advanced Coal Mines}}
==Resources==
Resources Research are focused on production of various {{twi|Resources}} in the City, and the use of [[Workforce]].
*{{twi|Worker Shifts}}
** [[Waste Heat Conversion|Waste Heat Conversion:]]
*** New Work Model '''''(Radical)'''''
**Automated Workforce '''''(Radical)'''''
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*Filtration Towers
*Factories
**Goods Factories
**Prefabs Factories
**Composites Factories
*{{twi|Sawmills}}
**Advanced Sawmills
**{{twi|Charcoal Plants}}
**Foundries
==Frostland==
Resources Research are all about {{twi|Frostland}} exploration and improving its effectiveness. Additional buildings for the {{twi|Logistics District}}, Trails and Laws that will allow expeditions to be more effective.
*{{twi|Logistics Bays}}
*Harvester Hangars
*Skyways
*Scouts' Headquarters
==City==
City Research focuses on City maintenance and {{twi|Housing District}} effectiveness.
*{{twi|Work Compensation}}
**Leisure
**Labour Organisation
**Alcohol
***Drugs Manufactory
*Maintenance Duty
*{{twi|Housing Block Idea|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
*Famine Prevention
==Society==
Society Research focuses on Population well-being and growth, healthcare and crime prevention.
*Watchtowers
*Youth
**Parenthood
*Hospitals
==Hubs==
Hubs Research tree provides access to the variety of additional support hub buildings.
*Rail Hub
*Communication Hub
*Surveillance Hub
*Emergency Medical Hub
*Air Transport Hub
*Maintenance Hub
*Fighting Hub
==Beta Research Trees==
During the beta there were only 3 research trees and they were completely repurposed for the game release.
===Survival===
The Survival tab concerns itself primarily with amassing [[resources]] and exploration of the {{twi|Frostland}}. The two opposing [[Zeitgeist]] ideologies in this section are Adaptation and Progress.
Buildings unlocked here tend to enhance their [[district]]'s capacity to produce resources such as coal, goods, materials, and food. It also contains the Logistics Bay for upgrading scouting (note that this is a building, and only upgrades the [[Logistics District]]). Heat is a third topic, covering the Heat Recycling idea and a Generator topic that cannot be researched in the Beta.
*{{twi|Goods Factories}}
**{{twi|Advanced Goods Factories}}
*{{twi|Sawmills}}
**{{twi|Charcoal Plants}}
**{{twi|Ironworks}}
***{{twi|Steel Foundries}}
**{{twi|Woodworks}}
*{{twi|Coal Mines}}
**Geothermal Plants
**{{twi|Advanced Coal Mines}}
***Worker Obsolescence
***Pyrochemical Oil Extractors
*{{twi|Worker Shifts}}
**{{twi|Waste Heat Conversion}}
***{{twi|New Work Model}}
*{{twi|Filtration Towers}}
**{{twi|Waste Management Facilities}}
*{{twi|Hothouses}}
**{{twi|Advanced Hothouses}}
*{{twi|Logistics Bays}}
**{{twi|Harvester Hangars}}
**{{twi|Scout Training}}
***{{twi|Scouts Headquarters}}
**{{twi|Railways}}
***{{twi|Outpost Organisation}}
***{{twi|Freight Docks}}
*Generator Upgrade
**Autonomous Heater
===Economy===
The Economy tab concerns itself primarily with addressing economic issues such as {{twi|Shelter}}/housing, wages and {{twi|Heatstamps}}, and infrastructure maintenance. The two opposing Zeitgeist ideologies in this section are Equality and Merit.
Only the Housing Block is available in this tab from the start. Once researched, and once Factions have begun proposing their own solutions to a number of economic problems, the fog will clear and reveal many more options to research that involve boosting productivity, Heatstamp production, and addressing worker issues.
*{{twi|Housing Block}}
**{{twi|Housing Distribution}}
**{{twi|Workers' Housing}}
**{{twi|Housing Insulation}}
*{{twi|Work Compensation}}
**Leisure
**{{twi|Labour Organisation}}
***Workplace Control
***Povetry Eradication
**{{twi|Alcohol}}
***Drugs Manufactory
*Famine Prevention
*{{twi|Maintenance Duty}}
**{{twi|Maintenance Hub}}
**Rail Hub
===Society===
The Society tab concerns itself primarily with the tending to social issues such as {{twi|Crime}}, {{twi|Disease}}, order, and family. The two opposing Zeitgeist ideologies in this section are Reason and Tradition.
Hospitals and Watchtowers are immediately unlocked to address [[problem]]s in the city. Youth is visible but cannot be researched by any starting community, only by the [[Faction|Technocrats]] and the [[Faction|Icebloods]].
*{{twi|Hospitals}}
**{{twi|Treatment}}
***Decadence
***{{twi|Pharmaceuticals}}
*Weapons
*{{twi|Watchtowers}}
**{{twi|Prisons}}
***Criminal Reparations
***Crime Elimination
***Guard Immunity
*{{twi|Youth}}
**{{twi|Parenthood}}
***{{twi|Relationships}}
***Procreation
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'''Problems''' in the city include 5 negative effects:
*{{twi|Cold}} - insufficient {{twi|Heat}} or {{twi|Shelter}}
*{{twi|Hunger}} - insufficient {{twi|Food}}
*{{twi|Squalor}} - grime and ill-maintenance produced by insufficient {{twi|Materials}}, {{twi|Machinist||no}} [[building]]s, or adjacency maluses between certain [[district]]s
** Squalor can be dealt with by filtration buildings.
*{{twi|Disease}} - produced by {{twi|Forager||no}} buildings
** Disease can be dealt with by the [[Hospital]] building or certain council laws, such as Quarantine and Funerals.
*{{twi|Crime}} - insufficient {{twi|Goods}}
** Crime can be dealt with by the [[Watchtower]] building.
They can reduce the available {{twi|workforce}}, slow {{twi|population}} growth, or increase city {{twi|tension}}.
They start at the 'absent' state. They can be classed as stable, diminishing, or presumably increasing. If any of the levels reaches "Catastrophic" a special [[event]] will be triggered to provide a drastic solution towards the problem.
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a9c2497767f3e17b2fd58c87ca549251317fcd89
Council
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Updated several Council laws to more accurately effect in game appearance.
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{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws affect the city in a wide variety of ways, from [[resource]] production efficiency and [[population]] growth, to reducing [[problem]]s and increasing [[trust]]. Laws often begin as researched {{twi|Idea Tree}} concepts, and then laws can be proposed negotiated, and come to a vote. In order for a law to pass, the Steward will have to sway at least 51 delegates to their point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
It is possible to click the factions and council members to see more information about them and their beliefs.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Selecting an issue will show the Laws available to address it. Likewise, hovering over an issue will show "alternative policies" for it. Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
Laws tend to have a name and individualised art, some flavour text about how it addresses the issue, and a list of effects on certain resources or city statistics. Next to the law, and an indicators about the general support or opposition to the law such as the [[Community]] or [[Faction]] that currently supports it (if any), a measure of the delegates current intentions before negotiations, and its impact on the [[Zeitgeist]] if successfully adopted.
After a law is passed, there may be additional [[event]]s to amend the law or change its effects.
===Voting===
[[File:Council vote.jpg|thumb|right]]
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. Some of the "hesitant" voters will go to each side. Negotiation and promises can be done with the factions. Alternatively, the Steward can "pressure" the delegates into accepting the law (there is no method to pressure against a law).
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|header=|image=|target=|tagline=|title=Chemical Additives
|content=The City will approve chemical additives with tested and tolerable risk levels.
*{{twi|Food}} Production Efficiency is increased
*{{twi|Disease}} is marginally increased
*{{twi|Synergies Events}} with {{twi|Chemical Drum Hothouse}}
|footer=}}
{{Card
|header=|image=|target=|tagline=|title=Foraged Additives
|content=Only natural, foraged ingredients may be added to food. We will train people to forage for these in the frostland.
*Citizens will provide some {{twi|Food}} during Calm Weather
*{{twi|Synergies Events}} with {{twi|Biowaste Drum Hothouse}}
|footer=}}
====Goods====
{{Card
|header=|image=|target=|tagline=|title=Mass-Produced Goods
|content=In order to overcome scarcity, we will organise our production lines to increase goods production.
*{{twi|Goods}} Production Efficiency is increased
|footer=}}
{{Card
|header=|image=|target=|tagline=|title=Durable Goods
|content=In order to make best use of scare resources, we will focus on producing sturdy and easily repairable goods.
*{{twi|Goods}} Demand per capita is slightly decreased
|footer=}}
====Waste Heat Conversion====
Laws for this issue unlocked by research.
{{Card
|header=|image=|target=|tagline=|title=Heat Recycling
|content=We will redirect excess heat from industrial machines to neighbouring Districts and infrastructure, increasing the heat available to the City.
*{{twi|Heat}} Demand in {{twi|Housing District}} is decreased
|footer=}}
{{Card
|header=|image=|target=|tagline=|title=Heat Overclocking
|content=The excess heat produced by industrial machines will be reinjected back into the machines to allow them to operate at a higher capacity.
*Production Efficiency is increased
|footer=}}
===Frostland===
====Scout Training====
{{Card
|header=|image=|target=|tagline=|title=Pathfinder Scouts
|content=We will select the fittest candidates and train them in elite survival skills, so they can remain adaptable.
*Territory Threat Level is decreased
|footer=}}{{Card
|header=|image=|target=|tagline=|title=Mechanised Scouts
|content=We will train scouts to use advanced technology and techniques in order to optimise exploration.
*Exploration time is significantly decreased
|footer=}}
====Outpost Organisation====
{{Card
|header=|image=|target=|tagline=|title=Frontier Footholds
|content=Spearheads of our expansion to the frostland, our outposts will be operated by hardened pioneers capable of handling themselves.
*-50% Outpost Upkeep
|footer=}}{{Card
|header=|image=|target=|tagline=|title=Extraction Strongholds
|content=Bastions of technology in a hostile environment, our outposts will be operated by highly trained crews capable of operating advanced machines.
*25% Production Efficiency in Outposts
|footer=}}
===Efficiency===
====Worker Shifts====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Worker Shifts
|content=Default Worker Shifts. Workplaces determine their own working hours depending on their specific needs.
*No effects
}}
{{Card
|title=Machine-Adjusted Shifts
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
}}
{{Card
|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
}}
====New Work Model====
Laws for this issue unlocked by research. Controversial law.
*Apex Workers
*Machine replacement
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
===Welfare===
====Essentials====
Issue unlocked at the start of the game.
{{Card
|title=Free Essentials
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=Paid Essentials
|content=*Generates {{twi|Heatstamps}}
}}
====Contagion Prevention====
Issue unlocked at the start of the game (or very early on).
{{Card
|title=No common rules
|content=
*No effects
}}
{{Card
|title=Infection Badge
|content=*Disease down
*Tension slightly up
}}
{{Card
|title=Supported Quarantine
|content=*Disease down significantly
*{{twi|Shelter}} availability decreased (uncertain how this works, possibly reduces maximum shelter or simply causes more of it to be used)
}}
====Housing Distribution====
{{Card
|title=Housing Queues
|content=
*No effect
}}
{{Card
|title=Mandatory Crowding
|content=
*Equality ideology
*Shelter Availability significantly increased
}}
{{Card
|title=Merit-Based Housing
|content=
*Merit ideology
*Heatstamps per capita slightly increased
*Shelter Availability significantly increased
}}
====Alcohol====
{{Card
|title=Alcohol Rations
|content=
*No effects
}}
{{Card
|title=City-Run Alcohol Shops
|content=
*Heatstamps per capita slightly
}}
{{Card
|title=Privatized Alcohol Production
|content="Increased availability"
*Trust will rise slightly
}}
===Citizenship===
====Outsiders====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=There are no clear rules about who can settle in the City.
*No effects; after an event, may slightly decrease population growth.
}}
{{Card
|title=Accept All Outsiders
|content=*Population growth up
}}
{{Card
|title=Allow Productive Outsiders
|content="We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive."
*Population growth marginally up
*Heatstamps income per capita marginally up
}}
{{Card
|title=Admit No Outsiders
|content=
*Only unlocked by event (possibly {{twi|Shelter}} shortage)
*Population growth greatly down
}}
====Community Service====
{{Card
|title=Expedition Support
|content=
*exploration time improved
}}
{{Card
|title=City Development Effort
|content=
*Materials output based on population
}}
{{Card
|title=Service Exemptions
|content=purchase an exemption from the city
*Heatstamps output based on population
}}
{{Card
|title=Heatpipe Watch
|content=
*{{twi|Heat}} demand down
}}
====Maintenance Duty====
{{Card
|title=No Maintenance Duty
|content=
*No effects
}}
{{Card
|title=All Do Maintenance
|content=
*{{twi|Materials}} demand down significantly
}}
{{Card
|title=Unproductive Do Maintenance
|content=
*{{twi|Materials}} demand down slightly
}}
===Labour===
====Work Compensation====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Compensation
|content=
*No effects
}}
{{Card
|title=Equal Pay
|content= "Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite."
*Trust up, Heatstamps down
*{{twi|Heat}} demand down
}}
{{Card
|title=Efficiency Bonuses
|content=
*Production efficiency up
}}
====Labour Organisation====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Labour Organisation
|content="Labour Organisation is determined by individual workplaces. The city is uninvolved."
*No effects
}}
{{Card
|title=Mandatory Unions
|content=
*Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
}}
{{Card
|title=Labour Oversight
|content=
*Trust falls slightly
*Production Efficiency significantly up
}}
====Workplace Control====
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
===Care===
====Funerals====
{{Card
|title=Harvesting Funerals
|content=
*Reduces disease
*Research Speed Up
}}
{{Card
|title=Ceremonial Funerals
|content=
*Trust loss on deaths decreased.
}}
====Treatment====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Treatment
|content=
"The city does not interfere with medical treatment. Doctors treat patients as they see fit."
*No effects
}}
{{Card
|title=Conservative Treatment
|content=
"Doctors must abide with the traditional oath of 'first, do no harm.' To avoid errors, every procedure must first be approved by senior physicians."
*Disease slightly reduced
}}
{{Card
|title=Experimental Treatment
|content=
"Doctors should always look to develop and put into practice cutting-edge, pioneering treatments."
*Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally
}}
===Family===
====Childhood====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=*No effects (at start of game?). Cannot swap back to this policy once another law for this topic has been accepted.
*After an event: "No rules define who is responsible for the care and education of children. Some are well cared for while others are neglected. As a result, misbehaviour and violence among the youth are on the rise."
**Increases {{twi|Crime}}.
}}
{{Card
|title=Mandatory Schools
|content=*Research Speed up, but costs {{twi|Heatstamps}} per capita
*Iceblood amendment can change the research bonus to something else (food?)
}}
{{Card
|title=Family Apprenticeship
|content=*{{twi|Workforce}} percentage up
*Amendment event "[[Unwanted Destiny]]" can relax the law to allow children to take apprenticeships with other families.
}}
====Youth====
{{Card
|title=Dutiful Youth
|content="Young adults participate in volunteering activities under the superivision of elders who teach them moral values."
*Percentage of Active Workers slightly increased
*Crime is slightly decreased.
*Tradition ideology.
}}
{{Card
|title=Liberated Youth
|content=*Trust up slightly
}}
====Relationships====
====Parenthood====
*Parental Duties
====Procreation====
===Crime===
====Guard Immunity====
Note: Radical law. Increases tension and takes longer to research.
====Crime Elimination====
====Criminal Reparations====
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
1148dd956b7fd179be278a9d0857df0ac1b0f4c9
1409
1408
2024-12-29T10:44:12Z
Vaultcoyote
44
Updated survival tab council laws with accurate descriptions and links.
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws affect the city in a wide variety of ways, from [[resource]] production efficiency and [[population]] growth, to reducing [[problem]]s and increasing [[trust]]. Laws often begin as researched {{twi|Idea Tree}} concepts, and then laws can be proposed negotiated, and come to a vote. In order for a law to pass, the Steward will have to sway at least 51 delegates to their point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
It is possible to click the factions and council members to see more information about them and their beliefs.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Selecting an issue will show the Laws available to address it. Likewise, hovering over an issue will show "alternative policies" for it. Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
Laws tend to have a name and individualised art, some flavour text about how it addresses the issue, and a list of effects on certain resources or city statistics. Next to the law, and an indicators about the general support or opposition to the law such as the [[Community]] or [[Faction]] that currently supports it (if any), a measure of the delegates current intentions before negotiations, and its impact on the [[Zeitgeist]] if successfully adopted.
After a law is passed, there may be additional [[event]]s to amend the law or change its effects.
===Voting===
[[File:Council vote.jpg|thumb|right]]
To pass a proposal, 51 votes must be achieved. Votes are based on {{twi|faction|factions}}. Some of the "hesitant" voters will go to each side. Negotiation and promises can be done with the factions. Alternatively, the Steward can "pressure" the delegates into accepting the law (there is no method to pressure against a law).
Proposals can be done about every 10 weeks between which council will be in recess and unavailable, but laws can be "explored" by a button at the bottom left.
A variety of quotes may be spoken depending on the success or failure of the proposal, and the voice may change if certain factions get a threshold amount of representation in the council (eg, female Nordic/Scandinavian voice for Icebloods):
*The votes are in the measure passes
*The ayes have it
*The delegates have spoken, the law takes effect
*The proposed law... has been approved
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|header=|image=|target=|tagline=|title=Chemical Additives
|content=The City will approve chemical additives with tested and tolerable risk levels.
*{{twi|Food}} Production Efficiency is increased
*{{twi|Disease}} is marginally increased
*{{twi|Synergies Events}} with {{twi|Chemical Drum Hothouse}}
|footer=}}
{{Card
|header=|image=|target=|tagline=|title=Foraged Additives
|content=Only natural, foraged ingredients may be added to food. We will train people to forage for these in the frostland.
*Citizens will provide some {{twi|Food}} during Calm Weather
*{{twi|Synergies Events}} with {{twi|Biowaste Drum Hothouse}}
|footer=}}
====Goods====
{{Card
|header=|image=|target=|tagline=|title=Mass-Produced Goods
|content=In order to overcome scarcity, we will organise our production lines to increase goods production.
*{{twi|Goods}} Production Efficiency is increased
|footer=}}
{{Card
|header=|image=|target=|tagline=|title=Durable Goods
|content=In order to make best use of scare resources, we will focus on producing sturdy and easily repairable goods.
*{{twi|Goods}} Demand per capita is slightly decreased
|footer=}}
====Waste Heat Conversion====
Laws for this issue unlocked by research.
{{Card
|header=|image=|target=|tagline=|title=No Waste Heat Management
|content=No efforts are taken to reuse excess heat from industrial machines.
*No Effects
|footer=}}
{{Card
|header=|image=|target=|tagline=|title=Heat Recycling
|content=We will redirect excess heat from industrial machines to neighbouring Districts and infrastructure, increasing the heat available to the City.
*{{twi|Heat}} Demand in {{twi|Housing District}} is decreased
|footer=}}
{{Card
|header=|image=|target=|tagline=|title=Heat Overclocking
|content=The excess heat produced by industrial machines will be reinjected back into the machines to allow them to operate at a higher capacity.
*Production Efficiency is increased
|footer=}}
===Frostland===
====Scout Training====
Laws for this issue unlocked by research.
{{Card
|header=|image=|target=|tagline=|title=Standard Scouts
|content=Scouts will be trained as they have been for decades.
*No Effects
|footer=}}
{{Card
|header=|image=|target=|tagline=|title=Pathfinder Scouts
|content=We will select the fittest candidates and train them in elite survival skills, so they can remain adaptable.
*Territory Threat Level is decreased
|footer=}}{{Card
|header=|image=|target=|tagline=|title=Mechanised Scouts
|content=We will train scouts to use advanced technology and techniques in order to optimise exploration.
*Exploration time is significantly decreased
|footer=}}
====Outpost Organisation====
Laws for this issue unlocked by research.
{{Card
|header=|image=|target=|tagline=|title=Standard Outposts
|content=We do not mandate any specific qualifications to operate outposts.
*No Effects
|footer=}}
{{Card
|header=|image=|target=|tagline=|title=Frontier Footholds
|content=Spearheads of our expansion to the frostland, our outposts will be operated by hardened pioneers capable of handling themselves.
*-50% Outpost Upkeep
|footer=}}{{Card
|header=|image=|target=|tagline=|title=Extraction Strongholds
|content=Bastions of technology in a hostile environment, our outposts will be operated by highly trained crews capable of operating advanced machines.
*25% Production Efficiency in Outposts
|footer=}}
===Efficiency===
====Worker Shifts====
Laws for this issue unlocked by research.
{{Card
|header=|image=|target=|tagline=|title=Unregulated Worker Shifts
|content=Workplaces determine their own working hours depending on their specific needs.
*No Effects
|footer=}}
{{Card
|header=|image=|target=|tagline=|title=Machine-Adjusted Shifts
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
*-10% {{twi|Workforce}} requirment
*{{twi|Squalor}} is slightly increased
|footer=}}
{{Card
|header=|image=|target=|tagline=|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
*{{twi|Heat}} Demand in Districts other than Housing is decreased
*{{twi|Disease}} is slightly decreased
|footer=}}
====New Work Model====
Laws for this issue unlocked by research. Radical Idea.
{{Card
|header=|image=|target=|tagline=|title=Standard Work Model
|content=The basic work model of the last decades remains unchanged.
*No Effects
|footer=}}{{Card
|header=|image=|target=|tagline=|title=Apex Workers
|content=This harsh world has no place for weakness. We will solely rely on the fittest and strongest workers and push them to achieve their maximum potential,
*30% Production Efficiency
*20 {{twi|Heat}} Demand per All Districts and Buildings
|footer=}}{{Card
|header=|image=|target=|tagline=|title=Machine Attendants
|content=Machines will take over the burden of work from humans. Workplaces will be optimised for machines with workers relegated to maintenance roles.
*-25% {{twi|Workforce}} requriement
|footer=}}
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
===Welfare===
====Essentials====
Issue unlocked at the start of the game.
{{Card
|title=Free Essentials
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=Paid Essentials
|content=*Generates {{twi|Heatstamps}}
}}
====Contagion Prevention====
Issue unlocked at the start of the game (or very early on).
{{Card
|title=No common rules
|content=
*No effects
}}
{{Card
|title=Infection Badge
|content=*Disease down
*Tension slightly up
}}
{{Card
|title=Supported Quarantine
|content=*Disease down significantly
*{{twi|Shelter}} availability decreased (uncertain how this works, possibly reduces maximum shelter or simply causes more of it to be used)
}}
====Housing Distribution====
{{Card
|title=Housing Queues
|content=
*No effect
}}
{{Card
|title=Mandatory Crowding
|content=
*Equality ideology
*Shelter Availability significantly increased
}}
{{Card
|title=Merit-Based Housing
|content=
*Merit ideology
*Heatstamps per capita slightly increased
*Shelter Availability significantly increased
}}
====Alcohol====
{{Card
|title=Alcohol Rations
|content=
*No effects
}}
{{Card
|title=City-Run Alcohol Shops
|content=
*Heatstamps per capita slightly
}}
{{Card
|title=Privatized Alcohol Production
|content="Increased availability"
*Trust will rise slightly
}}
===Citizenship===
====Outsiders====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=There are no clear rules about who can settle in the City.
*No effects; after an event, may slightly decrease population growth.
}}
{{Card
|title=Accept All Outsiders
|content=*Population growth up
}}
{{Card
|title=Allow Productive Outsiders
|content="We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive."
*Population growth marginally up
*Heatstamps income per capita marginally up
}}
{{Card
|title=Admit No Outsiders
|content=
*Only unlocked by event (possibly {{twi|Shelter}} shortage)
*Population growth greatly down
}}
====Community Service====
{{Card
|title=Expedition Support
|content=
*exploration time improved
}}
{{Card
|title=City Development Effort
|content=
*Materials output based on population
}}
{{Card
|title=Service Exemptions
|content=purchase an exemption from the city
*Heatstamps output based on population
}}
{{Card
|title=Heatpipe Watch
|content=
*{{twi|Heat}} demand down
}}
====Maintenance Duty====
{{Card
|title=No Maintenance Duty
|content=
*No effects
}}
{{Card
|title=All Do Maintenance
|content=
*{{twi|Materials}} demand down significantly
}}
{{Card
|title=Unproductive Do Maintenance
|content=
*{{twi|Materials}} demand down slightly
}}
===Labour===
====Work Compensation====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Compensation
|content=
*No effects
}}
{{Card
|title=Equal Pay
|content= "Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite."
*Trust up, Heatstamps down
*{{twi|Heat}} demand down
}}
{{Card
|title=Efficiency Bonuses
|content=
*Production efficiency up
}}
====Labour Organisation====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Labour Organisation
|content="Labour Organisation is determined by individual workplaces. The city is uninvolved."
*No effects
}}
{{Card
|title=Mandatory Unions
|content=
*Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
}}
{{Card
|title=Labour Oversight
|content=
*Trust falls slightly
*Production Efficiency significantly up
}}
====Workplace Control====
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
===Care===
====Funerals====
{{Card
|title=Harvesting Funerals
|content=
*Reduces disease
*Research Speed Up
}}
{{Card
|title=Ceremonial Funerals
|content=
*Trust loss on deaths decreased.
}}
====Treatment====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Treatment
|content=
"The city does not interfere with medical treatment. Doctors treat patients as they see fit."
*No effects
}}
{{Card
|title=Conservative Treatment
|content=
"Doctors must abide with the traditional oath of 'first, do no harm.' To avoid errors, every procedure must first be approved by senior physicians."
*Disease slightly reduced
}}
{{Card
|title=Experimental Treatment
|content=
"Doctors should always look to develop and put into practice cutting-edge, pioneering treatments."
*Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally
}}
===Family===
====Childhood====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=*No effects (at start of game?). Cannot swap back to this policy once another law for this topic has been accepted.
*After an event: "No rules define who is responsible for the care and education of children. Some are well cared for while others are neglected. As a result, misbehaviour and violence among the youth are on the rise."
**Increases {{twi|Crime}}.
}}
{{Card
|title=Mandatory Schools
|content=*Research Speed up, but costs {{twi|Heatstamps}} per capita
*Iceblood amendment can change the research bonus to something else (food?)
}}
{{Card
|title=Family Apprenticeship
|content=*{{twi|Workforce}} percentage up
*Amendment event "[[Unwanted Destiny]]" can relax the law to allow children to take apprenticeships with other families.
}}
====Youth====
{{Card
|title=Dutiful Youth
|content="Young adults participate in volunteering activities under the superivision of elders who teach them moral values."
*Percentage of Active Workers slightly increased
*Crime is slightly decreased.
*Tradition ideology.
}}
{{Card
|title=Liberated Youth
|content=*Trust up slightly
}}
====Relationships====
====Parenthood====
*Parental Duties
====Procreation====
===Crime===
====Guard Immunity====
Note: Radical law. Increases tension and takes longer to research.
====Crime Elimination====
====Criminal Reparations====
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
5042370d47a6842d4bc450b6864878e3c7c0fd69
1412
1409
2025-01-15T19:50:04Z
Itsfreakinharry
46
Updated the voting section to include updates and negotiations
wikitext
text/x-wiki
{{#set: icon=File:Council Icon.png}}
[[File:Council Icon.png|thumb|right]]
{{GAMENAME}} Laws affect the city in a wide variety of ways, from [[resource]] production efficiency and [[population]] growth, to reducing [[problem]]s and increasing [[trust]]. Laws often begin as researched {{twi|Idea Tree}} concepts, and then laws can be proposed negotiated, and come to a vote. In order for a law to pass, the Steward will have to sway at least 51 delegates to their point of view. Depending on the {{twi|Factions}} balance some laws might be harder to push than others.
<div style=".toclevel-3 ul{display: none;}">__TOC__</div>
==Mechanics==
===Building===
The council itself is a building. It must be placed in the {{twi|Central District}} (somewhere near the [[generator]]) for a nominal amount of {{twi|Heatstamps}} and cannot be placed anywhere else. The council buildings consumes no resources after it is constructed and cannot be disabled or deconstructed. It also immediately gives the "Emergency Session" district ability to the district.
===Laws===
Laws may be explored at any time. If the council is in recess, text in the bottom left will allow exploration of the laws. Laws are organised into tabs based around aspects of the {{twi|Zeitgeist}} such as Survival, Economy, and Society. Each tab is then subdivided into columns or sections around broad topic groups, like resource management or family values. Finally, there are specific issues which laws are designed to directly address. Each issue has laws designed to address it. Some laws must be researched before they will appear and can be voted on in order to apply it to an issue.
Selecting an issue will show the Laws available to address it. Likewise, hovering over an issue will show "alternative policies" for it. Issues generally start with "No common rules". Once approved by voting, one of the laws becomes "in force," and only one can be active at a time, but it is possible to vote on another law for that issue later on. If there is no law in force and at "no common rules" for too long there may be an event prompting the Steward and Council to address the issue.
Laws tend to have a name and individualised art, some flavour text about how it addresses the issue, and a list of effects on certain resources or city statistics. Next to the law, and an indicators about the general support or opposition to the law such as the [[Community]] or [[Faction]] that currently supports it (if any), a measure of the delegates current intentions before negotiations, and its impact on the [[Zeitgeist]] if successfully adopted.
After a law is passed, there may be additional [[event]]s to amend the law or change its effects.
===Voting===
[[File:Council vote.jpg|thumb|right]]
The council is made up of 100 council members, with each faction and community having representatives proportional to the number of members that faction or community has. To pass a proposed law, at least 51 votes must be achieved.
Each of the 100 members will either be For, Against, or Hesitant. For and Against voters will ''always'' vote as they say they do, and Hesitant voters will randomly choose whether to vote for or against the proposal.
Each faction or community will have a certain view towards each proposed law, depending on how it aligns with their ideology. Proposals that align with the ideology of a voting member will always vote in favor of the law, while proposals that align with the opposing ideology of the voting member will always vote against the law. Communities will often be hesitant, and will have split votes if a vote is made without negotiations.
Proposals can be done every 10 weeks between which council will be in recess and unavailable. While the council is in recess, laws can be explored by a button at the bottom left. The Emergency Session district action will immediately bring the council together for a vote while the council is in recess, at the cost of decreasing [[trust]].
==== Negotiating ====
As the Steward, you can negotiate with the different factions and communities to persuade how they vote. By clicking '''Negotiate''', you can see which factions and communities are open to negotiations. Factions cannot be negotiated with when their favored or disfavored laws are being proposed, and they will always vote in favor of their own ideologies and against their opposing ones.
To negotiate, you have to choose ''Your Terms'' and ''Their Terms''. Your terms are either to vote for or against the proposal being voted on. Their terms is something you have to promise to the faction in return for their vote. These terms include, but are not limited to:
* Researching a specific building
* Researching and passing a specific law
* Passing a specific law
* Repealing a specific law
* Using the ''Fund Projects'' action on that group
* Using the ''Condemn'' action on the opposing faction
The game will randomly pick 3 terms the group wants, and you have to choose 1 of those 3 to promise. If you fulfill the promise, your relations with that group will increase, and trust will rise. If you fail to fulfill the promise, your relations with that group will decrease, and trust will fall.
You can only have 3 active promises at a time, so if you have 3 promises active you will not be able make any new negotiations.
===== Guided Voting =====
If you have passed the Guided Voting law, you can guide the delegates to vote in favor or against any proposal without negotiations at the cost of decreased trust. This will result in a large portion of the council members following your guide and voting as you wish them to. You may still need to negotiate to get over the passing threshold.
===== Rule Laws =====
In order to pass any of the laws in the Rule category, the threshold for passing increases to 67 members needed. Rule laws also are impacted by the amount of [[Tension]] in the city, with higher Tension making it easier to pass Rule laws.
==Survival laws==
The Survival tab contains the topics of Resources, Frostland, and Efficiency. It concerns itself primarily with amassing {{twi|resources}} such as oil, coal, building materials, and food. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Adaptation and Progress.
Issues with laws available for voting at the start of the game include Food Additives and Goods, which impact their respective resources.
===Resources===
====Food Additives====
{{Card
|header=|image=|target=|tagline=|title=Chemical Additives
|content=The City will approve chemical additives with tested and tolerable risk levels.
*{{twi|Food}} Production Efficiency is increased
*{{twi|Disease}} is marginally increased
*{{twi|Synergies Events}} with {{twi|Chemical Drum Hothouse}}
|footer=}}
{{Card
|header=|image=|target=|tagline=|title=Foraged Additives
|content=Only natural, foraged ingredients may be added to food. We will train people to forage for these in the frostland.
*Citizens will provide some {{twi|Food}} during Calm Weather
*{{twi|Synergies Events}} with {{twi|Biowaste Drum Hothouse}}
|footer=}}
====Goods====
{{Card
|header=|image=|target=|tagline=|title=Mass-Produced Goods
|content=In order to overcome scarcity, we will organise our production lines to increase goods production.
*{{twi|Goods}} Production Efficiency is increased
|footer=}}
{{Card
|header=|image=|target=|tagline=|title=Durable Goods
|content=In order to make best use of scare resources, we will focus on producing sturdy and easily repairable goods.
*{{twi|Goods}} Demand per capita is slightly decreased
|footer=}}
====Waste Heat Conversion====
Laws for this issue unlocked by research.
{{Card
|header=|image=|target=|tagline=|title=No Waste Heat Management
|content=No efforts are taken to reuse excess heat from industrial machines.
*No Effects
|footer=}}
{{Card
|header=|image=|target=|tagline=|title=Heat Recycling
|content=We will redirect excess heat from industrial machines to neighbouring Districts and infrastructure, increasing the heat available to the City.
*{{twi|Heat}} Demand in {{twi|Housing District}} is decreased
|footer=}}
{{Card
|header=|image=|target=|tagline=|title=Heat Overclocking
|content=The excess heat produced by industrial machines will be reinjected back into the machines to allow them to operate at a higher capacity.
*Production Efficiency is increased
|footer=}}
===Frostland===
====Scout Training====
Laws for this issue unlocked by research.
{{Card
|header=|image=|target=|tagline=|title=Standard Scouts
|content=Scouts will be trained as they have been for decades.
*No Effects
|footer=}}
{{Card
|header=|image=|target=|tagline=|title=Pathfinder Scouts
|content=We will select the fittest candidates and train them in elite survival skills, so they can remain adaptable.
*Territory Threat Level is decreased
|footer=}}{{Card
|header=|image=|target=|tagline=|title=Mechanised Scouts
|content=We will train scouts to use advanced technology and techniques in order to optimise exploration.
*Exploration time is significantly decreased
|footer=}}
====Outpost Organisation====
Laws for this issue unlocked by research.
{{Card
|header=|image=|target=|tagline=|title=Standard Outposts
|content=We do not mandate any specific qualifications to operate outposts.
*No Effects
|footer=}}
{{Card
|header=|image=|target=|tagline=|title=Frontier Footholds
|content=Spearheads of our expansion to the frostland, our outposts will be operated by hardened pioneers capable of handling themselves.
*-50% Outpost Upkeep
|footer=}}{{Card
|header=|image=|target=|tagline=|title=Extraction Strongholds
|content=Bastions of technology in a hostile environment, our outposts will be operated by highly trained crews capable of operating advanced machines.
*25% Production Efficiency in Outposts
|footer=}}
===Efficiency===
====Worker Shifts====
Laws for this issue unlocked by research.
{{Card
|header=|image=|target=|tagline=|title=Unregulated Worker Shifts
|content=Workplaces determine their own working hours depending on their specific needs.
*No Effects
|footer=}}
{{Card
|header=|image=|target=|tagline=|title=Machine-Adjusted Shifts
|content=To put less pressure on workers, workplaces must keep machines powered around the clock and adjust working hours accordingly.
*-10% {{twi|Workforce}} requirment
*{{twi|Squalor}} is slightly increased
|footer=}}
{{Card
|header=|image=|target=|tagline=|title=[[Weather-Adjusted Shifts]]
|content=To protect worker health, workplaces must adapt working hours to the weather conditions.
*{{twi|Heat}} Demand in Districts other than Housing is decreased
*{{twi|Disease}} is slightly decreased
|footer=}}
====New Work Model====
Laws for this issue unlocked by research. Radical Idea.
{{Card
|header=|image=|target=|tagline=|title=Standard Work Model
|content=The basic work model of the last decades remains unchanged.
*No Effects
|footer=}}{{Card
|header=|image=|target=|tagline=|title=Apex Workers
|content=This harsh world has no place for weakness. We will solely rely on the fittest and strongest workers and push them to achieve their maximum potential,
*30% Production Efficiency
*20 {{twi|Heat}} Demand per All Districts and Buildings
|footer=}}{{Card
|header=|image=|target=|tagline=|title=Machine Attendants
|content=Machines will take over the burden of work from humans. Workplaces will be optimised for machines with workers relegated to maintenance roles.
*-25% {{twi|Workforce}} requriement
|footer=}}
==Economy laws==
The Economy tab contains the topics of Welfare, Citizenship, and Labour. It concerns itself primarily with addressing economic issues such as housing, {{twi|heatstamps}}, work and labor, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Equality and Merit.
Issues with laws available for voting at the start of the game include Basic Necessities and Outsiders, which impact {{twi|Heatstamps}} and {{twi|Population}}.
===Welfare===
====Essentials====
Issue unlocked at the start of the game.
{{Card
|title=Free Essentials
|content=*[[Steward]]'s [[Trust]] rises
}}
{{Card
|title=Paid Essentials
|content=*Generates {{twi|Heatstamps}}
}}
====Contagion Prevention====
Issue unlocked at the start of the game (or very early on).
{{Card
|title=No common rules
|content=
*No effects
}}
{{Card
|title=Infection Badge
|content=*Disease down
*Tension slightly up
}}
{{Card
|title=Supported Quarantine
|content=*Disease down significantly
*{{twi|Shelter}} availability decreased (uncertain how this works, possibly reduces maximum shelter or simply causes more of it to be used)
}}
====Housing Distribution====
{{Card
|title=Housing Queues
|content=
*No effect
}}
{{Card
|title=Mandatory Crowding
|content=
*Equality ideology
*Shelter Availability significantly increased
}}
{{Card
|title=Merit-Based Housing
|content=
*Merit ideology
*Heatstamps per capita slightly increased
*Shelter Availability significantly increased
}}
====Alcohol====
{{Card
|title=Alcohol Rations
|content=
*No effects
}}
{{Card
|title=City-Run Alcohol Shops
|content=
*Heatstamps per capita slightly
}}
{{Card
|title=Privatized Alcohol Production
|content="Increased availability"
*Trust will rise slightly
}}
===Citizenship===
====Outsiders====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=There are no clear rules about who can settle in the City.
*No effects; after an event, may slightly decrease population growth.
}}
{{Card
|title=Accept All Outsiders
|content=*Population growth up
}}
{{Card
|title=Allow Productive Outsiders
|content="We will establish clear selection criteria to encourage qualified outsiders to come and turn away the unproductive."
*Population growth marginally up
*Heatstamps income per capita marginally up
}}
{{Card
|title=Admit No Outsiders
|content=
*Only unlocked by event (possibly {{twi|Shelter}} shortage)
*Population growth greatly down
}}
====Community Service====
{{Card
|title=Expedition Support
|content=
*exploration time improved
}}
{{Card
|title=City Development Effort
|content=
*Materials output based on population
}}
{{Card
|title=Service Exemptions
|content=purchase an exemption from the city
*Heatstamps output based on population
}}
{{Card
|title=Heatpipe Watch
|content=
*{{twi|Heat}} demand down
}}
====Maintenance Duty====
{{Card
|title=No Maintenance Duty
|content=
*No effects
}}
{{Card
|title=All Do Maintenance
|content=
*{{twi|Materials}} demand down significantly
}}
{{Card
|title=Unproductive Do Maintenance
|content=
*{{twi|Materials}} demand down slightly
}}
===Labour===
====Work Compensation====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Compensation
|content=
*No effects
}}
{{Card
|title=Equal Pay
|content= "Labour is labour and thus all will earn equally. This will eliminate discrepancies between the workers and the elite."
*Trust up, Heatstamps down
*{{twi|Heat}} demand down
}}
{{Card
|title=Efficiency Bonuses
|content=
*Production efficiency up
}}
====Labour Organisation====
Laws for this issue unlocked by research.
{{Card
|title=Unregulated Labour Organisation
|content="Labour Organisation is determined by individual workplaces. The city is uninvolved."
*No effects
}}
{{Card
|title=Mandatory Unions
|content=
*Mixed effects on Production efficiency, population food/goods Demands up, Trust up slightly
}}
{{Card
|title=Labour Oversight
|content=
*Trust falls slightly
*Production Efficiency significantly up
}}
====Workplace Control====
==Society laws==
The Society tab contains the topics of Care, Family, and Crime. It concerns itself primarily with the tending to social issues such as crime, sickness, order, and population. The two opposing {{twi|Zeitgeist#Ideological positions|ideologies}} in this section are Reason and Tradition.
Issues with laws available for voting at the start of the game include Funerals and Childhood.
===Care===
====Funerals====
{{Card
|title=Harvesting Funerals
|content=
*Reduces disease
*Research Speed Up
}}
{{Card
|title=Ceremonial Funerals
|content=
*Trust loss on deaths decreased.
}}
====Treatment====
Laws for this issue unlocked by research
{{Card
|title=Unregulated Treatment
|content=
"The city does not interfere with medical treatment. Doctors treat patients as they see fit."
*No effects
}}
{{Card
|title=Conservative Treatment
|content=
"Doctors must abide with the traditional oath of 'first, do no harm.' To avoid errors, every procedure must first be approved by senior physicians."
*Disease slightly reduced
}}
{{Card
|title=Experimental Treatment
|content=
"Doctors should always look to develop and put into practice cutting-edge, pioneering treatments."
*Unlocks Medical Trial action, reduces disease marginally, Research Speed increased marginally
}}
===Family===
====Childhood====
Issue unlocked at the start of the game.
{{Card
|title=No Common Rules
|content=*No effects (at start of game?). Cannot swap back to this policy once another law for this topic has been accepted.
*After an event: "No rules define who is responsible for the care and education of children. Some are well cared for while others are neglected. As a result, misbehaviour and violence among the youth are on the rise."
**Increases {{twi|Crime}}.
}}
{{Card
|title=Mandatory Schools
|content=*Research Speed up, but costs {{twi|Heatstamps}} per capita
*Iceblood amendment can change the research bonus to something else (food?)
}}
{{Card
|title=Family Apprenticeship
|content=*{{twi|Workforce}} percentage up
*Amendment event "[[Unwanted Destiny]]" can relax the law to allow children to take apprenticeships with other families.
}}
====Youth====
{{Card
|title=Dutiful Youth
|content="Young adults participate in volunteering activities under the superivision of elders who teach them moral values."
*Percentage of Active Workers slightly increased
*Crime is slightly decreased.
*Tradition ideology.
}}
{{Card
|title=Liberated Youth
|content=*Trust up slightly
}}
====Relationships====
====Parenthood====
*Parental Duties
====Procreation====
===Crime===
====Guard Immunity====
Note: Radical law. Increases tension and takes longer to research.
====Crime Elimination====
====Criminal Reparations====
==Rule laws==
This section enables "The Captain's Authority" and is in an ominous grey color compared to the rest of the interface. It contains controversial laws such as Martial Law, Political Police, and Militia.
b7343b37afe9621c87ae0b39e1cefe0472206a4c
User talk:Starched
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2025-01-11T00:54:12Z
Frostpunk 2 Wiki and Guides
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Adding [[Template:Welcome|welcome message]] to new user's talk page
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{{Template:Welcome|realName=x x|name=Starched}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 00:54, 11 January 2025 (UTC)
dbde10564f3282e3f95ddd5e3a6ee076a5655cf8
User talk:Itsfreakinharry
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574
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2025-01-15T19:18:48Z
Frostpunk 2 Wiki and Guides
9
Adding [[Template:Welcome|welcome message]] to new user's talk page
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text/x-wiki
{{Template:Welcome|realName=x x|name=Itsfreakinharry}}
-- [[User:Frostpunk 2 Wiki and Guides|Frostpunk 2 Wiki and Guides]] ([[User talk:Frostpunk 2 Wiki and Guides|talk]]) 19:18, 15 January 2025 (UTC)
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